BenBrown
First Post
Not to start an SNG food fight, but I think that sandboxes really appeal to Simulationist gamers. The idea of the world running on its own, not waiting on the PCs.
As compared to published adventure paths, perhaps. However, I'd be wary of tossing around the term "simulationist" here, as plot-driven campaigns can be equally simulationist--they're just simulating something else.
But I don't see how that works; when folks here talk abotu sandboxes, it seems all the little things in the sandbox are just in a time stasis, their motives and goals just frozen until the PCs stumble across them. If it were a real world, all the things that happen would happen whether the PCs get involved or not, rather than just waiting for the PCs to walk up to them.
A lot of worlds people set up are like this in their own home campaigns. It's something I hear about a fair amount. It is, however, difficult to do in published product without a good deal of "metaplot", which can grate on a lot of players nerves. You can publish how the world will go without the PC's interference, but the actions of the PCs is so wide-open that publishing how the world reacts in response to all their potential moves is impossible. Then you end up with a sense of "nothing the PCs do makes any difference."