Ilbranteloth
Explorer
Very thorough post - lets see if we can come to some greater understanding of each other:
Doesn't your approach necessitate creating content as they go, if they have freedom of movement? Or is your sandbox tightly bounded and everything therein detailed? If your style does necessitate creation of content, random generated content, or plug-and-play content, then it is in the "other" category from mine.
No approach along the continuum of sandbox to linear requires creating content as you go. It might mean there are more points of not so much content. For example, if you play in the Forgotten Realms, you could choose to play with nothing but published sourcebooks. That's what's there. Nothing else. That's not the way it was intended, but it can be used that way.
My personal campaign uses a lot of improvisation. In order for the players to have complete control over their characters and to write their own story, I have to be flexible and be able to improvise. That's not because it's a sandbox, nor does it preclude a linear approach either. It's because I don't want to break that immersion. The illusion that they are real characters in a real world, making real choices. That doesn't mean that there won't be any outside forces that work against that. Things like madness, charm, and similar effects can take away control of their characters, even temporarily. They may be the target of other people, for whatever reason.
I was not referring to that type of false choice actually. I mean this: The PCs have two villages to go to, and neither is predetermined by the DM. They choose village A. The DM decides there is a thieving juggler there. Who would have been in Village B if they had gone there? Maybe the thieving juggler, maybe someone else - who knows? Many players feel like their choice of village therefore had little meaning. as opposed to choosing between two villages that already exist when they get there.
But if they don't go to the other village, and even if they do, how do they know if the DM had prepared it ahead of time or not? Why would that change the actual play experience. That's the point where I get totally lost. Unless you investigate option #2, you have no idea what option #2 is. Whether it exists actually only matters if you do. If you don't, it's just wasted time on the part of the DM or author.
Your argument is that it's a break between cause and effect. What's really important in my mind is the game experience. If it's a tournament, where you're trying to see which group does it best, then everything must be the same, or it's not a fair test. But most games aren't tournaments. I can provide the small play experience if everything is prepped ahead of time, or using a number of other tools and techniques to fill in the gaps. You won't know the difference, and frankly, I can probably provide a better play experience if I can improvise simply because I can address the moment at that point in time better than I can guess what's going to happen.
Very well articulated again - now here is where we can really make some headway in understanding. Your school of thought is very compelling but it is predicated on the idea that there is no degree of taint, only taint or no taint.
And that I don't really have a clue what you mean by taint

In other words, lets say the players decide to smoke out the occupants of a castle, literally. Now I have to figure out what bad guys do what, and its a contingency not directly addressed in my write-up. So I have to make some arbitrary decisions on the spot. But because I have thoroughly detailed the castle, its occupants, their motivations, etc, I can do this with a minimum of taint. It's definitely not "clean," but its a far cry from not having the castle detailed in the first place.
Why are they arbitrary? If you have an outline of the castle, its occupants, and motivations, then none of their decisions should be arbitrary. Is that what taint is? Arbitrary?
Just because you haven't outlined every activity, action, or possibility doesn't mean that the DM's decisions must be arbitrary. Sometimes they might be. But they don't have to be. When something happens in my campaign,
Again, I can see how many people could view that as a fine way to play. But to me and those of my school of thought, inserting plug and play and/or random content between a cause (a player decision) and an effect serves as a fundamental break between that cause and effect.
And is that the goal of the game? To maintain integrity between cause and effect? I certainly don't think it is by default. There are much better options if that's the primary goal.
Here lies the fundamental difference - your players seem OK with options 1 or 2, but mine don't. Those options involve an event between cause and effect, and that inevitably alters the effect. To my school of thought, that's a mathematical actuality. Your school of thought sees it (correct me if i am wrong) as a defining part of the game.
Certainly not a defining part of the game. The only defining part of the game to me is that the DM provides the bulk of the setting and non-player character info and action, and the players provide that for their characters. Anything else is just different ways to do it. Even the amount of material under DM and player control has some flexibility, although there's a point (a gray fuzzy line) where you start morphing to shared story-telling, or a Story Now approach (and those aren't necessarily the same thing).
Actually, here's what I think nails the difference between what you like, and what I like. I won't speak for others, and this has nothing to do with play style (tactical, escapist), design (sandbox, linear), and encompasses pretty much any DM techniques as well.
To you, the integrity between cause and effect in the game is paramount (or at least very, very important).
To me, the integrity between cause and effect in the game world is more important than that in the game. I call it consistency.
If the game world is consistent, then the players can maintain the immersion in their characters and not be drawn out into the real world and the recognition that they are playing a game.