robertsconley
Hero
To clarify, it is not just about geography; it is also about what situation the players want to start out in. So it is both for example the Nomar campaign that I use as an example, the player didn't just choose to start out in Nomar, they wanted to be mercenaries, and out of all the places where I had notes on mercenaries doing something, Nomar was the place that interested them the most.I think this is one of the areas where we part ways in regard to what is sandbox play. For you, I think the idea is that there's this whole world of options for the players to visit and explore. And while there are necessarily limits of some sort on the geographical space, it's generally considered to be large enough to effectively be unbounded.
I feel like you're missing something about how my campaigns work, but I apologize, I can't put my finger on it. Perhaps my previous paragraph will help. You are emphasizing geography, and that just one factor that goes into determining how the campaign starts out. Keep in mind there are other types of sandbox campaigns, like West March, ones that are more well-known that do emphasize geography. Geography is just one of several elements for how I handle things, important but not other factors are important as well.For me, I don't really view that as important. Or at least not any different than what I'm doing. Like when your players agree to play in your Majestic Wilderlands campaign, they're agreeing to play in that setting, which I would take to mean an entire campaign world or at least a continent or two, with the elements that it involves. When my players agree to play in my Spire campaign, they're agreeing to play in that setting, which consists of an individual city (though one with a bleeding tear in reality beneath it, which causes some spatial and temporal wonkiness).
But do I get where you are coming from.
My variant of this is the Initial Context.My impartiality comes in with the sense that they can go wherever and do whatever... I don't have things that they MUST interact with. When we began play, I provided them with an immediate specific goal just so we could hit the ground running, and then another goal that was more open-ended that they could pursue any way they liked. Beyond that, I never needed to prompt them in any way... they started bouncing off NPCs and factions and forming their own goals and so on. All of this revolved around the premise of play.
I like an open world setting in that sense... but I think I prefer some kind of premise to be in place rather than just "do whatever". I think games benefit when there's some mutual goal or drive that everyone agrees to. Players may have their own goals for their characters, but all within the lens of the basic premise of play.
I have observed since the mid-2000s that plopping the part in the middle of the map and saying "go forth" is a niche taste that doesn't work well with the average hobbyist. There were a lot of reports here on Enworld, another place, of how sandbox campaigns were failing in ways that mine and others on the Wilderlands team didn't. The difference was the fact that myself and the other members of the team, didn't start our campaigns with "go forth and explore". No, the players had stuff to do right from the start. We all did things differently; some had individual backgrounds while others didn't, some had rumor mechanics, and so on.
So I generalized that into the Initial Context and wrote about it.

My Axioms of Sandbox Campaigns
My axioms of sandbox campaigns First off a referee has to be willing to let his players trash his setting. If you are going to get bent ...
Initial Context
Most sandbox campaigns fail. Why? Because of the lack of a good initial context. Many mock character histories and background but if you going to get a sandbox campaign you are going to need a least a half page of specifics for each players and a half page of general information for the group as a whole.
Players who enjoy being plunked down in the middle of a blank map and told "Go forth and explore" are few and far between. About as common as players who enjoy playing GURPS with all the options in play at once. Most players want to feel their choices have meaning. Picking one of the six surrounding blank hexes is not a choice with meaning. So work on the initial situation so that it is interesting and give the players enough information to make some valid decision of what to do.
From my Basic Rules for the Majestic Fantasy RPG.
The Initial Context
One of the hard things about a campaign using these rules is what the players do at first. It is important to think about the initial context—the situation the players find their characters in when play commences. Sometimes the players are notably self-driven and the group has a specific idea of what they want to do. In these cases, the initial context can be minimal.
In most cases, the players will be unsure of the possibilities, so it is best to have three to five rumors, pieces of lore, or contacts prepared so the players have a choice of where to adventure. It is important that anything vital they would know is written up in a small handout and made available. Keep this handout as minimal as you can while still covering everything you deem important.
We are pretty much on the same page about this.