Mustrum_Ridcully
Legend
My main point of contrast is the adventure path. That is essentially a story-driven game. Everything ties into one story. Sure, the players can chooce not to follow it. But then they are no longer playing the adventure path.This doesn't quite make sense to me.
Isn't that how RPGs work, not just sandboxes?
In a Sandbox the PCs can choose to not take any of the hooks presented, and just go off road.
In a Story-driven game, the PCs can choose to not take any of the hooks presented, and just go off road.
If the players don't bite the hook, I was under the impression it's bad form to make them follow it.
In either situation the DM can say "Well I don't have anything prepared, so see you guys next week" or the DM can wing it, regardless of whether it's a Sandbox or not.
In a sandbox, that's not the case. There are multiple "stories" going on - each hook, each element in the sandbox is its own story. It might be linked to others, but might also not be.
Let's make it a Lego difference:
- On the one hand, you have the Lego Star Destroyer. Countless of Lego pieces, all to be used to create one giant Star Destroyer.
- On the other hand, you have several Lego parts from countless of Lego sets - trains, castles, houses, space ships.
If you want a Star Destroyer, the first set is awesome, and the second set might not allow you to build one, or at least not one of that size and with that level of detail. But, maybe you rather want to build a city and a castle? Maybe you use some fo the city parts to build a larger space ship.
You will probably be able to use the Star Destroyer for that, too, but there might be a few useless pieces, or the colors don't match your expectations (why is everything in this city gray?).