Well, in my case, it's because I ask about what things are removed from that power.
Context? Context is determined by the GM. Things that the GM doesn't consider relevant context won't be included in the decision. Things they do, will. Hence, what counts as "context" in the first place is wholly under the GM's purview. The context cannot be separate from the GM if the GM is the one and only person who gets to decide what counts as context and what doesn't. And unless you're actively speaking your decision-making process out loud--which I have been under the distinct impression is not true of the folks speaking in this thread--then the players don't get any say in what the GM considers to be context or not-context, unless they dispute the decision itself and then get a (partial) expanation--if they're lucky, and the decision wasn't based on context they aren't allowed to know.
This is well-thought-out post. However, it is not a fair evaluation, and because of both its complexity and the nature of this thread, I feel it’s important to break it down into its components so each can be addressed concisely.
The core of your argument is this:
I'm looking for something that is genuinely, wholly independent of the GM...
This is clear, strong, and consistent theme throughout your post. You’re asking: Where is the actual constraint on the GM? Not just in theory, but something that the GM can’t undo, rewrite, or discard at will.
While that a good point to discuss, the way you've framed the rest of your post doesn’t deal fairly with how sandbox or traditional refereeing actually works.
Strong Points
You make some compelling points.
1. The “Black Box” Metaphor
You state that the world lives inside a "black box" only the referee can see is useful. This point gets at the asymmetry of information in many RPGs, especially traditional ones and how I run my living world sandbox. Players don’t see the whole world, so they can’t verify what the referee is doing behind the curtain.
2. Plausibility
You point out that “plausibility” isn't a hard constraint if it's something the referee defines moment to moment. Because it rests on judgment call made by the referee it could become a series of arbitrary decisions with all the issues that entails.
3. Anticipating Common Responses
You’re clearly familiar with the typical counterpoints.
The players shape context
You argue that if the GM can override or alter unseen context, player influence is limited.
The GM doesn’t control player responses
You make the point that if the GM controls the menu of choices, they shape outcomes indirectly.
Trust the GM
That’s not a mechanical constraint, just a social expectation.
All of these are points of discussion that any proponents of sandbox or traditional play styles need to address.
The Problems
Where your argument breaks down is in a few key places.
1. Conflating Hidden Information with Total Control
You treat the referee having more knowledge as the same thing as the referee having unlimited power. However, that was not reflected in actual play.
A referee could ignore previous events, established facts, and world logic. But in a Living World sandbox, they don’t, because the goal is consistency over time. If goblins weren’t in the High Forest last session, and now they are, the reason why matters. The referee might roll on a table. They might follow an NPC’s goal from three sessions ago. They might reference a timeline the players triggered indirectly.
That’s not omnipotence. That’s extrapolation from prior events. The players might not see all of it right away, but that doesn’t mean it’s arbitrary.
To put it plainly: Just because you don’t see the dice roll or the note saying “goblin raiding party en route,” doesn’t mean it didn’t happen.
2. No Acknowledgment of Procedural Constraint
A key feature of sandbox refereeing is its procedural framework, which includes calendars, encounter tables, NPC goals, faction timelines, openness to discussion, and domain-level consequences. These are not written in stone, but they are put into practice session after session. They’re what creates inertia, accountability, and consequences.
If the players don't go to the goblin-infested hills, the goblins raid a nearby village. The referee doesn't make that up for dramatic effect; they follow the consequences of the player's choices.
You don’t address this at all, and it’s a serious omission. It’s like judging a chess game without acknowledging the rulebook, just assuming the player is moving pieces however they want because you can’t see the rules.
3. Strawmanning the referee’s Role
The way you describe the referee’s authority as “black-box-controller” who curates plausible options feels more like a caricature than what actually happens during actual play.
Players don’t just react to referee-fed situations. In my campaigns, they choose where to go, who to talk to, what problems to solve, and even which rumors to ignore. The referee doesn’t hand them a list of “acceptable choices”, the players create direction. The GM responds with consequences based on the circumstances.
It’s not “the referee decides what happens.” It’s “the referee shows what happens because of what you did.”
The Framing Issue
The bigger issue is how your post frames traditional and sandbox play style.
You’re not just criticizing a few weak arguments. You’re implying that sandbox refereeing is inherently untrustworthy, opaque, and based entirely on social dynamics rather than game structure. That’s not a critique, that’s a dismissal. It invalidates an entire tradition of play by assuming that any non-visible constraint is no constraint at all.
And that’s simply not fair.
There’s room to ask for clarity and consistency. But to suggest that Living World referees are just cloaking fiat in jargon is uncharitable, and it undermines genuine differences in play philosophy.
Wrapping it up
If your goal is to build understanding between playstyles, the question shouldn’t be “Where are the mechanical handcuffs?” It should be, “How does this referee create continuity and earn trust without visible mechanics?”
Because that’s what I do with my Living World sandbox campaigns. Working from extrapolated logic, built-up consequences, and player-driven momentum, not narrative control or spontaneous authorship. @Brendanbedrock and others use similar techniques and ideas to do the same with their campaigns.
That may not satisfy the kind of systemic transparency you’re looking for. But it is a form of structure. Just not the kind that fits neatly into a rulebook.