As I said, the players are concerned about the limiting factor of the DM.You can't do "nearly anything" in any structured game. There will always be limiting factors. Heck, I can't do "nearly anything" in real life but I don't think my life is linear.
This is true for a lot of DMs, even more so new or casual DMs.What the characters do can and frequently does change the entire direction of a campaign to something I had not anticipated.
Right: this is the whole point. Anything the DM makes up about the game world limits the players. Even if you write "character is unlikely to help", many players will see that as a personal attack. They want NPC Roz to be a near blank slate. So, if they randomly decide to role play asking Roz to join them, or roll some type of check to do so, they want a it uninfluenced by the DM.Roz would have motivation and personality but I don't predetermine whether or not he will help them. It may be highly unlikely based on his motivations but I will never say never. On a side note I don't think I've ever had 12 paragraphs about an NPC. It could come close if it included a lot of history of interactions with the characters.
Some few of us DMs make up a lot of detail. It is fun for us. Sure lots of casual DMs write notes on Mcnapkins around a ketchup stain ...
Right, this is what I'm saying a sandbox isThe only way anything would change is if the players have influence over the world outside of what the characters say and do.
I don't have much of an official definition.What is your definition of sandbox, because your posts don't seem to be operating from any standard definition of sandbox I have encountered
I see most people just use "sandbox" as a buzz word for "cool".
The only thing that comes close to a definition is: An improv game where the DM-player makes up few details and the players are indirectly in control of the game through their characters actions.
The only other thing mentioned is the couple of seconds where the players "choose what they want to do". But to take an action for five seconds does not seem to be enough to call it a sandbox game.
I do keep asking about others Sandbox games. So far. all I've seen is "the players can pick what to do for a couple seconds". And okay, that is fine.....but what is done for the whole rest of the game that makes it a sandbox?Anyway, I'm certainly not going to be able to convince you otherwise. You do you.
The only thing I see that fits is the low detail improv game, as that effects every event and encounter in a game for all the hours it is played. Or a Linear game where the characters are forced to to most things in a set order, again for all the hours of game play