D&D General [rant]The conservatism of D&D fans is exhausting.

The proposal here was to have a meta chat. In your group that might not be neccessary, as you have already agreed to this being the drill. However for most groups I think this is sound advice. I think most players would at the very least like to be informed that the result of skipping your carefully planned dungeon is going to be an evening of random encounters before committing to that action.
Ideally I can wing it well enough that they don't even realize it's all just random encounters. Ideally I can make it look like everything is well in hand no matter what curveballs they throw at me.
I think it would be very important for you to get feedback from your players why you could have misread them so completely that you wasted your time preparing a dungeon you thought they would find enticing. Maybe there was some crucial element in your "advertising" they missed?
Or - and IME far more likely - the players are just a chaotic bunch playing chaotic characters who do things on a whim. As a player I can be like that myself sometimes.

It's also possible they're testing me-as-DM to see what I can (or am willing to) handle, which means it's on me to rise to the challenge.
Another issue here is if there was a clear initiative taker in the player group to avoid the dungeon (which I think there almost certainly would be in a real case of this) in that case the power dynamics at hand might be so that a single player could effectively railroad the game. The GM is in a particular place to railroad, but are generally not doing so. There has been mentioned a lot of reasons for this in this thread, but I would emphasize training and traditions that has instilled in them a sense of "right". However a player can also try take too much control, and they do not have the same training and tradition to guide them how to use such great power responsibly. This would also be a reason to take a timeout to hash things out.
I prefer to let things like that get settled in the fiction. If one player is being bossy that means that player's character is also being bossy, and the other characters will in-character either accept being bossed around or they won't. If it escalates to an out-of-character discussion something's gone very wrong.

And sometimes player and character are different enough that a bossy character doesn't mean a bossy player in general, only that she's playing true to character this time.
 

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Encounters missed/avoided were either planned via map-key, alluded to (as per my example upthread), or avoided by tactic, missed via timing etc.

I missed your birthday party, I missed your dad's funeral, I missed my aeroplane, I missed my doctor's appointment. This is all common parlance and those are all encounters.
I think, when talking about bypassed encounters, we're more meaning situations in which a conscious choice was made to take steps in order to bypass something known about rather than simply missing something due to forgetfulness, tardiness, or never knowing it existed.

You see the guards on the drawbridge and you find another way around = bypassed encounter (or bypassed challenge).
You somehow get into the castle without ever knowing there's guards on the drawbridge = nothing in particular.
 

People have given you hundreds of pages of posts and gone into great detail on their principles, on how sandbox works, on how they feel it enhances agency. Not sure what else to tell you here
That isn't what I've gotten from it. I have gotten repeatedly people telling me things of the loose, general form "well 'realism' tells me everything I need to know, so if you don't get anything out of it, sorry, but I won't tell you anything more than that." Like I've gotten that SEVERAL times, from multiple different people.

@robertsconley has, just recently, made by far the most substantive reply I've seen, not only in this thread, but in the past several threads on such a topic, indeed up there with the best responses I've ever gotten from anything. I'm working through a response now. It's gonna be a bit though, because it's got so much to sink my teeth into, rather than too little.
 

Ideally I can wing it well enough that they don't even realize it's all just random encounters. Ideally I can make it look like everything is well in hand no matter what curveballs they throw at me.
Yes, as I said it might not be applicable to your group but...
Or - and IME far more likely - the players are just a chaotic bunch playing chaotic characters who do things on a whim. As a player I can be like that myself sometimes.
... This indicate we might be talking somewhat past each other. In my mind the scenario we are looking at is the situation where a DM has made significant effort to prepare something. If that DM felt confident that they would be able to provide just as good experience by just winging it, why would they spend so much effort on prepping that dungeon? Or similar, if they were aware that they were playing with a bunch of fully chaotic players quite likely to just skip the dungeon, how could they motivate/justify for themselves to do that prep?

So the scenarios you seem to have in mind are ones that I was not having in my mind at all when I wrote my post, as I believed those to already be excluded by the topic at hand.
 

Yes, I opened with that because I think it's important to establish that you're not technically wrong about those things.

I think the main reason people push back isn't because your perspective is objectively wrong, but because those things just aren't a meaningful concern for us.

As an extreme example, someone might talk about how the sun might not rise tomorrow. I might say, "Well, technically, it might not, so I guess you're right, but realistically I assume it will." Or, I might just say, "Yes, it will."

I believe that when people are pushing back on you with a lot of stuff, it's not that there isn't some some potential kernel of truth in there somewhere, it's just that these things are non-issues to us. When you ask questions like, "How do I know the GM isn't secretly railroading," I immediately think, "I don't need to know. I assume they're not. This question is irrelevant to what I do and how I go about it."

Clearly, the question, and the answer is important to you though, and we start butting heads. But it seems I don't really understand why you care, and you don't understand why I don't, and I'm not sure there's any way for us to understand each other on something like this.

I think I did address this. These ways of running a sandbox work best for us. Other ways would, in fact, interfere with our sandboxes.

While there have been plenty of statements made in this thread that might be read as absolutes about one playstyle being better than another, I think almost everyone has clarified at some point that they're talking about what works best for them. That being the case, I don't see any reason to fixate on the fact that, at some point, somewhere in this thread, someone made an absolute statement that seemed to imply that their way was best.

If you see a new such statement being made, and you feel it genuinely is an absolute, call it out, sure. But fixating on what was said 2,500 posts ago, when people have added more nuance and clarification since then, isn't going to achieve anything.



I mean, it was already clear you don't consider it much of a restriction. On the other hand, some of us find that it is very effective one, that provides exactly what we need from that game. Much of my previous response was an effort to try and explain why that is.

If you decide that the style of play being described isn't one you like, that's fine. You seem to understand what we mean by restrictions, sufficiently so that you've formed the opinion they're not restrictive enough. Arguing about whether or not the word restriction should or should not be used isn't going to achieve anything.


I linked my ACKS sandbox actual play thread earlier, in which I talk quite a bit about what I'm doing as GM, and why. You are welcome to draw any conclusions you want from that about how I run a sandbox. If you have specific question about why I did what at any point, I would be happy to answer them as best I can, whether here or there.


I would not describe it as "literally just gut feeling", but there is certainly a fair bit of that.

I have said at various points in this thread that one thing you need is a set of expectations that are reasonable well aligned. If the GMs rulings, whether from the gut or otherwise, are aligned with the players expectations, then all is likely to work. If expectations are not aligned, then they will not.

The rubric, then, is consistent decision making that is aligned with the established and accepted principles within the group as to what is and is not reasonable.

I absolutely acknowledge that such a statement remains somewhat fuzzy. It absolutely cannot be distilled down to a set of clear, unambiguous laws or rules that easily be applied to any situation and spit out results without any kind judgement call.

If to you, that means "literally just gut feeling" then so be it, that's the way you feel about it. It is absolutely your prerogative to feel that way. I'm not going to agree that that is all it is, because as I just explained, I feel it is more than only that, but I don't feel strongly enough about the difference to consider it's worth carrying on the argument about it.
Awhile back I proposed that TTRPG rules extend and supersede pre-existing norms. Included is extending a set of norms by stating some new norms. Articulating norms as rules can also serve to crystallize and emphasise them (spell them out and flag for preagreement.) Your and @EzekielRaiden's discussion in this thread presents a good case for that sort of normative definition for rules.

Suppose that A possesses some set of norms that B does not possess (or has markedly different versions of.) A doesn't need a rule to follow A's norms, but it seems obvious that B would. A's norms constrain A, but they wouldn't constrain B. One job done by articulating A's norms as rules would be to enable B to accept and follow them (from B's perspective, extending and superseding their set of norms.)

One way to answer @EzekielRaiden's questions would be to articulate each essential norm in the form it would need to have as a rule in order to constrain @EzekielRaiden. That is, accepted A doesn't need rules where A has preexisting norms... but B lacking those same norms needs them spelled out.

One danger with taking on the proposed task is that it is difficult, effortful, and liable to go awry in (at least) two ways. 1) It is easy to to misstate and overlook norms. 2) Norms themselves can rely on contextual principles for their exact meaning (not so much a regress as a web.) Transmitting principles is typically done through examples of play, designer commentary, and direct articulation.

Although @EzekielRaiden's questions could prove hard to answer in a forum thread, perhaps seeing the discussion as one where A is relying on norms that A does not need articulated as rules, while B is looking for constraints that would be effective on B, could be useful?
 
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Awhile back I proposed that TTRPG rules extend and superseded pre-existing norms. Included is extending a set of norms by stating some new norms. Articulating norms as rules can also serve to crystallize and emphasise them (spell them out and flag for preagreement.) Your and @EzekielRaiden's discussion in this thread presents a good case for that sort of normative definition for rules.

Suppose that A possesses some set of norms that B does not possess (or has markedly different versions of.) A doesn't need a rule to follow A's norms, but it seems obvious that B would. A's norms constrain A, but they wouldn't constrain B. One job done by articulating A's norms as rules would be to enable B to accept and follow them (from B's perspective, extending and superseding their set of norms.)

One way to answer @EzekielRaiden's questions would be to articulate each essential norm in the form it would need to have as a rule in order to constrain @EzekielRaiden. That is, accepted A doesn't need rules where A has preexisting norms... but B lacking those same norms needs them spelled out.

I suspect that in the body of this thread there are some long posts containing that information, but one danger with taking on the proposed task is that it is difficult, effortful, and liable to go awry in (at least) two ways. 1) One way is to overlook norms or misstate them; 2) another is that norms themselves can rely on contextual principles for their exact meaning (not so much a regress as a web.) (Transmitting principles may be done through inter alia examples of play, commentary, and direct articulation.)

Although @EzekielRaiden's questions could prove hard to answer in a forum thread, perhaps seeing the discussion as one where A is relying on norms that A does not need articulated as rules, while B is looking for constraints that would be effective on B, could be useful?
I'm really not sure what any of this means. If you're talking about articulating social norms as clear, formal and detailed rules, that's not sonething I'm interested in attempting. If you mean reducing broadly defined powers or responsibilities down to clear, unambiguous specifics, much of this thread is people explaining why that is unwanted and perhaps impossible (impossible if it is to remain useful to them, not impossible under any circumstances).

If you're simply saying something like, "ER wants a clear, formal, transparent process in place and the ability to call on these processes to enforce their expectations, but you do not see the need for such a process or method of enforcement," then I agree, and don't think that's in question at all.
 
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What if, instead of being a black box, the GM in this case just explicated the risks and rewards? Instead what I see is that typically tad play involves the players having no idea whatsoever as to the implications of an action. This is a great strength of good Narrativist play. I mean, at least tell me that my henchmen are idiots! I'd have gone out and hired a castellan or something.
i'm not seeing the black box either, i don't think this was an issue with sandbox or living world play, i think it was an issue with the GM not wanting to spend any more time on this side-venture of yours and for you to get on with the module already, i get the feeling your henchmen weren't actually idiots until after you already left and no matter what you did or who you might've of hired to run your castle while you were away something would've occurred to bring it all down to make it moot and give you no reason to return, it gives me 'you spent too long lounging around in safety at the inn so now it spontaneously burned down, now you'll HAVE to go on the adventure' vibes.

just my interpretation of the situation.
 

Okay! Time to dive in for real. I very much appreciate your patience here.

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.
Understood. I'll aim for listening to understand, rather than only listening to reply...and to be concise.

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.
Yes, that seems an amply fair summary.

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.
Thank you for the compliment (albeit not quoted here). Asymmetry, soft/easily-ignored constraints, unspoken (and often soft) social expectations, and expansive GM influence over context and consequence--that covers my core points. One minor caveat though: It's not just that GM can override or alter these things. AIUI, it's expected the GM not only will do so, but must do so, sometimes. Emphasis some times, of course; and at other times, they must not do so. But if you must do so in some situations and must not do so in others, what separates them?

Also, one final point I have made, which got overlooked here (which is fine, I haven't pressed as hard on it): The "where does the buck stop" problem, or "passing the buck". I'll elaborate on this in a sec, where it came up naturally in responding.

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.
I agree that hidden information does not, on its own, imply total control. Your point is well-taken, and I have previously gone too far with it. My concern, then, is that we have more than just "hidden information". Were it only that, I'd have fewer, milder concerns. As I see it, we have:

  • Not just a little hidden information sometimes, but a large amount of it, for long stretches of time (months at least)
  • Few bounds on what info may be added to, struck from, or changed in it--and many such bounds are very soft/easily ignored
  • No ability for players to know or learn of adding, striking, or changing that info, outside of GM actively choosing to express it
  • Many incentives, internal and external, to consider "untouched" info (for lack of a better term) non-binding

The second and third points are the parts that push this toward such sheer power, and limit player response outside of (1) lodging a complaint, (2) dragging the problem into the social arena (aka "kicking up a fuss"), or (3) departing the table.

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.
I have not seen, up to this point, statements that indicated to me that sandbox play did involve some of these things. I can't recall anyone mentioning calendars, faction timelines, or domain-level consequences; I have missed parts of the thread, so I apologize if I did not see those, but in the parts I have seen, such things weren't mentioned (other than, perhaps, by you; you are one of the people I meant when I said some folks were engaging seriously, as you have in this post.) I would like to know more about the domain-level consequences and what procedural constraints those entail.

I do have some issues with some of the cited constraints. For example, when I gave an example (explicitly made up) of a player being very circumspect about requesting discussion, who was met with GM behavior that was not at all open to discussion (neither in session, nor outside it), no one, as far as I saw, called out the fictitious GM for her refusal to be open to discussion. I was then (somewhat testily) asked what I would consider a valid or reasonable response. So I made up a response where the GM accepted fault (for actions that disregarded player agency and backstory effort), listened, offered criticism (not just instant acceptance!), and committed to specific changes of behavior moving forward. I got very little engagement with that whole thing, beyond being given the very hard-to-swallow "you have to wait a few months" answer, which very much did not help matters. Simply put, what I've seen looked nothing like openness to discussion--indeed, almost its exact opposite, a preference for closedness unless an immediate and severe problem arises that absolutely demands discussion.

With NPC goals, I am unclear what separates them from your (quite gracious) admission that the black-box metaphor is a valid concern. In general, unless the players have a high degree of intel on someone, they won't know what those goals are, or will know them only very faintly. Could you speak more on NPC goals, and how they avoid "black box" issues?

And with encounter tables, we have the (as mentioned above) "pass the buck" problem. That is, those tables are written by the GM in most cases. Others have already noted that the GM can effectively force encounters simply by drafting a table that favors, or even just includes, the one(s) they want to see--roll many times, most/all results show up. I can see how, if those tables are set in stone before any play begins, that would be a procedural limitation. But I don't see people speaking of them that way. What I've seen implied (but, I admit, did not explicitly say) that these tables would be drafted or re-drafted continually over time. Or, pithily: the GM can't pass the buck to the encounter tables...when the GM is frequently creating afresh those very encounter tables herself. Would you agree or disagree with my perception there?

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.”
Okay. I won't say I'm truly satisfied by this answer, but I accept it, and I will be brief with my concern.

The PCs cannot, frex, talk to an NPC that isn't in the world. The "referee", as you say, defines all NPCs that are in the world. Players (AIUI explicitly?) do not and cannot assert the current existence of any NPC, for any reason. (I say "current" because by existing, most PCs imply the past existence of two parents, for example.) If the GM defines all NPCs the players can talk to, and is expected to sometimes (NOT all the time, but some times) just say "there is no such NPC", "that NPC isn't here", "that NPC is dead", etc., it still looks to me like the GM has the greater influence over whom the PCs can even attempt to talk to.

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.
Then I sincerely apologize. I know that words are cheap and actions rare here on the web, but for what it's worth, I regret having done that.

The one, and only, claim I will still at least expect some defense is that non-visible constraints are in fact constraints. I have seen far too many times, in gaming, in professional life, in personal life, and in the news, cases where non-visible constraints ended up not actually being constraints at all. That's one (of several) reasons why I treat non-visible constraints with a great deal of skepticism. I have had such constraints used against me. I've seen others exploit such things, again in many different arenas (gaming, personal connection, professional life, public figures, etc.) And I have seen how creating and manipulating non-visible constraints can lead to IRL problems that are incredibly difficult to fix. In brief: I've seen a lot of the limitations of non-visible constraints.

None of which is to say that that then means non-visible constraints aren't constraints. But I think I have articulated good enough reasons why non-visibility is a very, very serious...let's call it a "caveat" in any constraint. I don't think it is unfair to ask for an explanation why non-visible constraints would still be effective, and how they would go about being effective, rather than just getting the bald assertion that they are effective.

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.
Then I reiterate my apology.

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?”
I did ask questions in that direction before. I was mostly told that the GM should not need to create trust, because the trust should be there from time 0.

So, if it helps, I am happy to now ask: "How does a sandbox referee create continuity and earn trust without visible mechanics?" I have already said, many times, that I agree a GM needs allowance, a period of time without jumping to conclusions etc., so that they can build a foundation of trust. (That, too, was repeatedly rejected by more than one person, I'll note.) But very little has been said about how that would or could be done--in large part because so many people rejected the very idea that they needed to earn trust at all, and instead asserted they simply deserve it because they are the GM.
 

Although @EzekielRaiden's questions could prove hard to answer in a forum thread, perhaps seeing the discussion as one where A is relying on norms that A does not need articulated as rules, while B is looking for constraints that would be effective on B, could be useful?
History time! This was atempted more than 100 years ago. The concept of kriegspeil as a professional military tool was quite the rage. They had the top generals trying to codify their experience into concrete rules, so that a less experienced umpire could adjunctate a game with a conflict between two or more parties with inperfect information, and realistic outcomes.

After doing and refining this for some decades someone came up with the idea that it might be better to just have the experienced generals be umpires without any sort of rules. Hence free kriegspeil was born as a way to improve the simulation over what could be acheived trough formalised rules.

This concept then evolved trough several steps into what we now know as traditional roleplaying games.

(I am no historian, and the lines provided above is likely totally oversimplified and might even contain factual errors. This is intended for entertainment purposes, and are not to be construed as historical advice)
 

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