Things to Consider
If those reading this don’t believe this is a distinct style of play with its own methodology, one that uses familiar techniques in unique ways, then here are the questions will need answers:
- If this isn’t a distinct style, why are outcomes in my campaign determined by extrapolated world logic rather than by authored stakes or dramatic framing?
- If our techniques are “the same,” then why does first-person roleplaying in my games drive the fiction forward in the absence of resolution mechanics, while in your systems it often triggers Moves or Tests?
- If we’re both using clocks, fronts, or timelines, why does mine emerge from in-world causality and NPC agency, while for others it is oriented around pacing, dramatic tension, or spotlight balance?
- If our use of adjudication is similar, why do I intentionally avoid interpreting player action in terms of narrative intent, and instead weigh it against a simulated, consistent world state?
- If this is merely a difference in emphasis or timing, then why does the other framework assume a referee must interpret or guide story outcomes, while mine deliberately avoids doing so in favor of consequence-based play?
Until those questions are answered directly and without collapsing the distinctions I’ve laid out, then any claim that Living World sandbox play is “not really different” is simply a refusal to engage with the actual structure of the game I run. And while I highlighted my own particular take on sandbox campaigns. Many of these points apply to the other posters descriptions of their sandbox campaigns.
See we're similar in very broad strokes, I agree with a lot of that list, but there's undoubtedly a handful of very important differences as well. I'll talk a bit about character, in a very sweeping way, to highlight what may be one of them.
If I'm thinking about running a Narrativist game (very broadly defined here), then I think about the state of the relationships between characters. They're either stable or unstable.
So let's take two Barons, Baron Red and Baron Green. If Red and Green are both just happy running their Barony's, then their relationship is stable.
If Green is strong and Red is weak and Red has ambitions to take Greens land but can't find a way to do so. Their relationship is still stable.
If something suddenly changes the power dynamic (or perceived power dynamic), then it becomes unstable.
So let's say Greens army is decimated by plague. Now suddenly Red might not be too weak to attack and so attack he does. It's unstable because it's in motion, it needs to be resolved somehow back to Stable.
So it could be that Red kills Green and takes his land. Back to stable. Or Green thrashes Red and we enter a new unstable relationship because Green now sees the weakened Red as a threat. Or any number of other things.
Or one more example.
Carly is in love with Sarah but too afraid to ask her out. Someone gives Carly a pep talk and he fear vanishes. The relationship is unstable. She asks Sarah out and gets turned down. Back to stable.
So it's kind of similar to you but the framing is all about relationships because how the relationships change gives rise to theme. This also means that play will tend to gravitate quickly toward the moments when the characters bang into each other in such a way that the relationship 'may' change. So there are implications for pacing.