Gilladian
Adventurer
If I were given a 1-10 scale, I'd have to say I'm a 5. I tend to present my players with a few options at a given point, let them choose one, and focus in on it. I will try to be flexible and improvisational in my responses to their choices during the adventure.
When they "finish" that plot, they get a couple more options (or get reminded of dangling options from earlier). I don't do a huge amount of "ramifications for failing to choose" something. I figure that if the PCs choose twice NOT to attend a performance of a play I've mentioned, they're not going to be interested in hearing that the theater burned and the lead actor was murdered. Instead, they might later witness a party at which one of the solvers of the murder is lauded.
I don't ever run "the world is going to end" plots. At most, they're "the kingdom's rulership changes" plots. I think they're boring, myself.
My players always have the option to "leave". They could pack up and depart from their home city tomorrow, and we'd be running a wilderness campaign... I don't know if that's sandbox, or what, but it is how I like to do things.
When they "finish" that plot, they get a couple more options (or get reminded of dangling options from earlier). I don't do a huge amount of "ramifications for failing to choose" something. I figure that if the PCs choose twice NOT to attend a performance of a play I've mentioned, they're not going to be interested in hearing that the theater burned and the lead actor was murdered. Instead, they might later witness a party at which one of the solvers of the murder is lauded.
I don't ever run "the world is going to end" plots. At most, they're "the kingdom's rulership changes" plots. I think they're boring, myself.
My players always have the option to "leave". They could pack up and depart from their home city tomorrow, and we'd be running a wilderness campaign... I don't know if that's sandbox, or what, but it is how I like to do things.