There's preference and then there's acculturation. My read of the group so far is that it's the later. If I get the message that it is more about preference, then I'll cut back on my sandbox efforts. So far, however, they seem to have enjoyed the freedom (albeit suffering analysis paralysis).There's also the possibility your group could just not cut out for sandbox play. Either it just doesn't fit their personality or their tastes. You can't make them, and if they genuinely prefer linear games, why fight it?
Wait you mean the sandbox isn't the end all be all of gaming?Having been on these boards for years, and I have to say I find there to be a pervasive attitude that the sandbox is the be-all end-all, the thing to aspire to and the pinnacle of DMing. Story/linear/Adventure Path games are looked down upon for being railroady/all about the GM/players don't matter, etc.
Can you expound on that a bit Mark? Do you mean conduct themselves as in heroes vs. mercenaries? Or do you mean instead of listing geographic options you might provide different allegiances? Or do you mean the main quest is pre-defined and their choice is about the strategy of how to pursue it?I find asking players not "what" they want to do but rather "how" they want to conduct themselves gets things on track for creating a sandbox that they will find compelling to explore.
Can you expound on that a bit Mark? Do you mean conduct themselves as in heroes vs. mercenaries? Or do you mean instead of listing geographic options you might provide different allegiances? Or do you mean the main quest is pre-defined and their choice is about the strategy of how to pursue it?
Wait you mean the sandbox isn't the end all be all of gaming?![]()
All that can certainly be part of it. The nice thing about an open-ended question is that the way the question is answered tells you much about the priorities as the substance. But, primarily, the point of asking How instead of What is that What speaks mainly to a noun-oriented answers and How is going to be targeting verb-related answers. In a sandbox, How is the purvue of the players, so getting them to focus on their actions, exploration modes, etc. is the main challenge for the GM. The GM can put all sorts of What (nouns, people, places, objects) into the setting, but the players have to begin the game with a decent sense of How or the Whats are just going to be sitting out there with distance between them and the players. The Hows are the bridge and if the GM can understand how the players think in terms of How, then putting in the Whats, and which Whats, becomes a great deal more easy. Plus, I find that the players not knowing the Whats in advance is one of the main draws of a sandbox.
"We return to the Keep on the Borderlands to hire more mercenaries.""There are bleak hills to the east, a fetid swamp to the south, and a dirt track leads north into scrubby woodland".
Enough whats to power a bulb (badwrongpun), but I couldn't agree more. If players aren't familiar with coming-up with their own ways to think of cool stuff to do it seems a lot more useful to look at how we prompt them; instead of assuming they are incapable of coming-up with cool stuff and shaping their own games. The How approach you suggestion looks an ideal way to unpack what players may wish to do, but have difficulty articulating when new to RPGs![]()
Yeah seeing the players come up with their own stuff is a real joy for me.
Can you guys explain what the difference in presenting a "how" vs a "what" would be? Maybe an example? I'm getting lost in the abstraction.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.