Let's use the pitfighter example, just to keep things streamlined. In our sandbox game you say to me I want to play a fighter who wants to be the best pit fighter in the realm. One of two things happen, I either have pitfighters written in somewhere and I can suggest that as a where you're from, or I don't and I can say hmm, well, these places all work, whaddya think? There's a third option of course, being this world doesn't have pitfighters, which is appropriate, but how often is that actually the case in a fantasy world? All of this is possible in a Gm notes/pure sandbox setting. The dramatic goal of becoming a renowned pitfighter will naturally emerge in play to the extent you as a player use it inform decisions and roleplay and I as a GM use that input to decide on consequences and frame future action. This is true no matter the setting.
Well, the pure OSR sandbox guys I know don't ask questions in the way you mean, not about the setting anyway, nor are players interested in answering them. In those games the sandbox setting is GM notes and random tables with zero player input or reworking based on said input (and that is the way they want it).
These three quoted passages were posted as part of a discussion about satisfying PC dramatic needs in the context of sandbox play. I'm trying to make sense of them. I'm not 100% sure that I have, yet.What you will tend to see in sandboxes is GMs answering questions based on fidelity to the world. But that IS NOT fidelity to the notes. If the players want to be ptfighters and I have no notes about pit fighters in my GM notes, I need to answer the question still. The pure sandbox approach most likely to answer that question based on whether they reasonably ought to exist. Bbut as Fenris points out how many fantasy worlds wouldn’t have that? It’s possible. The GM can decide sone things simply don’t exist (and these decisions can be important for maintaining the setting integrity).
I'll keep running with the pitfighter example.
The GM implicitly or expressly invites the player to state a dramatic need for his/her PC. The player says I am - or I will be - the best pit fighter in the realm. The GM then either, based on notes, (1) tells the player where the PC is from; or the GM, extrapolating from notes, (2) says "You could be from here, or here, or here - whaddya think?"; or the GM, extrapolating from notes, (3) says "Sorry, there are no pitfighters in this world".
I'm still not clear how (2) is different from asking questions and building on the answers. The GM has asked a question - what's your dramatic need? And has got a reply, and then built on that with a further question - whaddya think about being from here, or here, or here? And then based on that answer, it is now established that either here, or here, or here, pitfighters are to be found.
If what happens is (1) or (3) instead, then we don't have asking questions and building on the answers. We have GM world building, and in a sense it is "coincidence" that the players PC idea does, or doesn't, fit into that. To the extent that it's not really coincidence because the GM has built the world having regard to anticipated and desired PC dramatic needs, then we seem to have an attempt to produce the same sort of outcome as asking questions and building on the answers but via anticipation rather than actual exchange. A variation would be moving the asking of questions and building on the answers to "session zero" rather than doing it during play.
The GMs logic and creativity are expected to play a role as well in answering a question like “is there a cultivation sect or sects in the city” or respond to actions like the players trying to negotiate with the prince for control of recently discovered salt deposits in the desert that they stumbled upon in a recent venture south. and even something like the salt deposits might not have bee. In notes or a map before hand. I usually do like to put down firm geography like that but often on a large scale. I may still have to answer a question specific to a smaller area like ‘are there any natural resources in this hill’ on the fly
To me, this sounds like adding to or building on the GM's notes during play. The difference from asking questions and building on the answers seems to be that only the GM gets to reflect on the fiction so far and extrapolate to new fiction.there are always limits to a GMs knowledge of the world, he or she needs to at sone point make a creative decision about what exists exactly in this space that had just opened up due to player actions, questions, etc. in pure sandbox that is usually going to be informed by existing knowledge of the setting (not necessarily notes), may be shaped by random rolls, or simply decided based on what is interesting.
As some posters have said (eg @Maxperson, @Emerikol) they prefer to engage with fiction in this fashion. Rather than contributing directly to it themselves. And as @hawkeyefan has said, this seems to be an example of the players learning either (i) what is already in the GM's notes, or (ii) what the GM is extrapolating to and (literally or figuratively) adding to his/her notes.