I'm currently playing in a Lego sandbox, the DM has been quite open about the fact that even though we prioritized finding a weapon we would need, the temple that had been taken over was still important. It's sort of a linear campaign with flexibility. Since we knew what we were signing up for, it's still fun.
My games are more open sandbox. Most campaigns are set in a homebrew world I've used for decades, with each campaign having a chance of changing the history of the world in ways large and small. I don't really plan plots or story arcs, although I do ask people to give me an idea of where they're headed next at the end of a session so I can prep for the next. But it's always up to the players where they go and I just do my best to set up interesting scenarios, NPCs, factions and monsters. Once a session starts, they're still free to wander off in an unexpected direction and how they deal with what they encounter is totally up to them. Even if it means totally ignoring what I thought would be fun and interesting encounters.
While I do have a world map and follow some living world concepts, I don't really do hex crawls, there will occasionally be a ticking clock I don't really plan more than a session or two ahead. Every once in a while I review factions and NPCs to see if what the characters have done change anything or if a shift of power makes sense. But beyond that I only really plan a session or three ahead and drop hints about what the players can pursue next.
My games are more open sandbox. Most campaigns are set in a homebrew world I've used for decades, with each campaign having a chance of changing the history of the world in ways large and small. I don't really plan plots or story arcs, although I do ask people to give me an idea of where they're headed next at the end of a session so I can prep for the next. But it's always up to the players where they go and I just do my best to set up interesting scenarios, NPCs, factions and monsters. Once a session starts, they're still free to wander off in an unexpected direction and how they deal with what they encounter is totally up to them. Even if it means totally ignoring what I thought would be fun and interesting encounters.
While I do have a world map and follow some living world concepts, I don't really do hex crawls, there will occasionally be a ticking clock I don't really plan more than a session or two ahead. Every once in a while I review factions and NPCs to see if what the characters have done change anything or if a shift of power makes sense. But beyond that I only really plan a session or three ahead and drop hints about what the players can pursue next.