Heh, I play D&D for dungeons and dragons, and maybe spaceship and aliens, and horrors men should not know. I like playing D&D as adventure game. I have tried to explain this idea to my scary-pants player, but he just doesn't think he is doing it. He is in denial, as he is about his evil, paranoid paladins. Evil mostly coming from antisocial turtling paranoia. And he not always that bad, but sometimes. Actually howandwhy, I have started to create pre-made characters for that group with some room to fill. I take requests etc, but I am not going to let him make another turtle (small damage/lot of AC/lot of HP/good saves/improved trips/disarm path), who spends many round in combat in full defence.
And this is when he actually is forced to go on adventure by peer preasure, and complain follows. He is guy who don't do random dungeons in wow/star wars because "group might be bad, and might roll for my stuff". Aargh. Luckily he is only in my another group and once in a blue moon, he actually concentrates on fun stuff.
My another group might actually be at times "sandbox"-like. Not sure. DM is really imprvising type. He coms up with some theme or we do and asks if he is interested. Then we make characters and ask approval or sometimes he suggest a character and we follow it. This is really on general level, like world could be Golarion, ok, it could be adventures in Osirian lands, ok I make arcane char on some personal quest (or revenge), I do some weaponmaster who wants to became greatest in land, I make this lara croft-like tombraider hunting relics and riches.
Then we settle if we know each other. If not we meet in some dungeon/lost city and save each others asses to save our own.
DM makes adventure up as we go. However he always invents some overreaching plot/world event with twists which we more or less get involted in. He doesn't usually know beforehand how/why we get involted or when. There might be some blood-line connections and some other evil stuff he comes up with when we discuss our characters. He also very often manages to corrupt and npc:fy long surviving characters.
It's victory if we make it to 20th level before that happens. Unless TPK or TPC (total party corruption) happens our games often continue to around 22-28, most typical final level 24.
Sometimes we start with corrution scene like "happy owners of evil artifact" or other against the clock solution finding. There is no pre-set right ways to go about it, it kinda depends coming up with some cool and working-souding plan." You can ask around npc:s naturally but some of them lie or pretend to know but don't.
I don't think we get lot of railroad, though some consiquencs of our actions might be seen that way. But really, sometimes it might be healthy to think before acting. I really like those games. Too bad dm is too busy with his work to run games that often.
I think it's around 10% plot/90 % do what you like. Sometimes our old characters are villains for new ones. Well, if we continue timeline in same universe.
He sometimes starts to run adventure path, but they play really differantly as written. And if we depart too far from plot he uses stuff in them but changes it when he wants to. We really liked Runelords first and second module, though because of some abyssal luck in first module our group acted pretty messed up the next one, Third went about so, after that our plot and storyline plot had diverted to some stealable elements.
I read the adventures afterward.
Shacled city was maybe best module, and characters pretty much walked the path. Well be skipped few dungeons here and there and did some extra other ones. I think it was so smooth because it was so centered around the city and chars had families there. And main focus for characters was to help their home city and fight the evil no-one else was fighting. Travel modules don't so well if dm doesnt' care to keep you on reins. Meaning if modele presumes wrongly what players choose to do. Travel causes story to split. LIke with Crimson throne, where leaving city is hard to justify even to me, since I dm adventure paths less freely. Many adventure paths do annoying location changes. After really creating situation which makes character rather unwilling to leave in-game. And often I do feel adventure paths should be written by same person. I don't like it, like after 5th adventure of Council of Thieves 6th is written by some dude who tells he dislikes high-level-game and doesn't really play it. LIke what, and this guy writes the highest lv module of series with almost no-high level content. When 5 modules before have trained players to expect tough combat encounters (ok though 5 was also lame compared to 4 before, well the vampire place Walcourt was).
I think I really prefer to play with 90 % freedon 10 % plot. Theme often equaling also main plot. And lot of events relating to something interested. And even if something is out of blue initially I want there to be continiuty if I get intersted in some event. Because isn't it kinda point of free world to keep it interesting. And hit pc:s with something "interesting" if game is getting slow. I don't want to play games with no plot/theme. Though I've always wanted since I read it in en-world years ago game like "world was just created, then gods just created you, what you want to do?" Awesome.
I mean it would be with my favourite group. Too bad work is so busy.
Anyhow, maybe when people mention word "sandbox" I think some Oblivion clone game. Where freedom mostly means you are going to die if you go to western forest because giant rats are going to eat you alive. And there are only some "areas" for your ability that are available. I think dm:s like to run more mundena games this way, and D&D is not great system for that. I mean those gritty games. And I hate "peasants with sticks trying to be adventurers". I prefer to play heroes. And I want something to be happening in the world that creates need for heroes. Without it people just start to do stupid crap. And I have played such games and they always ended "after a lot humilation and misery we die some pointless death" or "after playing game A this time around pc:s go evil and kill everybody until they are killed by something more tough or games just dies". I don't think without story there is really good rpg. And I know many of you can do these kinda games cool ways. IMO it's not enough world "feels living", pc:s must also feel special people.