I'm arguing that if there are no dragons in a sandbox setting and you want the DM to include some then you should be able to talk to him out of character.
Then why are you arguing with me? What part of, "There's nothing wrong with openly communicating with your GM about what your goals are and what you'd like to see in the campaign..." didn't you understand?
It's simply not true that the only way to do a dragonslaying adventure is to:
(a) Tell the DM you want dragons; and then
(b) Sit on your ass and wait for him to send somebody around the local tavern to tell you where the dragon is.
It is if you've looked everywhere for dragons and not found any.
OTOH, what part of "...but that communication with the GM doesn't require that your character sits on his ass and waits for God to deliver something interesting for him to do as if it were a pan pizza." didn't you understand?
You're insisting that "OOC communication about what people want in the campaign" and "sitting on your ass waiting for the GM to hand you an adventure" are inseperable. They're not.
In fact, the pairing seems quite odd. If you're being proactive OOC (by communicating what you want), why wouldn't you also choose to be proactive IC (by going out and looking for what you want)?
Allow me to join the legion of posters saying, "Been there. Done that. Not going to waste my money on the t-shirt."
But does it invalidate a campaign as 'sandbox'? Or does it just make the campaign less of one?
This is probably a good opportunity to take a step back and revisit a point that Snoweel has been ignoring:
(1) There are sandbox-compatible techniques.
(2) There are techniques that are inimical to sandbox values.
A sandbox campaign is defined by being predominantly made up of #1.
But this is not a purity test. It's simply not useful to treat "sandbox" as if it were the campaign equivalent of sexual virginity.
By the same token, it's ridiculous to suggest that railroading, for example, "makes a sandbox" because any given sandbox campaign can tolerate a little bit of railroading without ceasing to be a functional sandbox.
A discussion about what techniques are sandbox-compatible, sandbox-beneficial, and sandbox-inimical seems valuable. Trying to come up with some sort of meaningless purity test doesn't seem valuable at all.
Large scale collaborative world-building, ie giving the players authorial input to the setting, is inimical to the primary purpose of sandbox play, which is exploration (and possibly conquest) of the sandbox.
There are different degrees of input, however. There's a continuum between "I want to fight a dragon!" and "Here's the lair of a dragon that I mapped up for my PC to go explore". The latter end of that scale would, IMO, move us pretty solidly out of sandbox territory; but the other end of the scale wouldn't.
But if the "maze" is in front of a screen being drawn up by players together, than I do not believe the game is a sandbox game. That's just my honest opinion. I see the other as a game of making a maze together and not solving one, a necessary component to external discovery. Are the players discovering their own wants and desires in such a collaborative game where they jointly draw up the maze? Sure, but there are no unknowns about the fiction to explore. In fact, unknowns would be detrimental to play because one cannot explore their own feelings toward a concept never presented to be addressed.
To play a bit of devil's advocate: What if only
some of the players are part of drawing up any given part of the maze? Can it still be a sandbox?
For a real world example: Unless I'm mistaken, Rob Kuntz continued to play in Gygax's Greyhawk campaign even after he became a co-DM and began developing his own portions of the campaign. I'd argue there's nothing in that arrangement that would be inimical to the sandbox.
I think this is a good thing and just represents that when the PCs are busy with a BIG priority quest that they may or may not have generated for themselves, that other matters tend to fall by the wayside for awhile.
I dunno if I'd qualify that as "ceasing to be a sandbox", though. I don't think a sandbox stops being a sandbox just because the PCs have decided to spend 10 sessions pursuing a single goal.
If there's some series of murders for a ritual (and a few more murders remain) or the bad guy has a time table of other tasks and places to be, there's some linear elements. Does that in turn makes writing the adventure less "sandboxy" and more AdventurePathy?
There's nothing about a "series of murders" or a "time table" that suggests linear adventure design to me. It certainly can be, but it
doesn't have to be.
"Series of a ritual murders" is a toy in the sandbox that the PCs can either choose to pick up and play with or ignore completely. In this it doesn't differ from "dungeon infested with monsters". The PCs can go into the dungeon and explore; or they can go "into" the series of ritual murders and explore. Or they can ignore them both and head into the next hex.
I run a sandbox campaign. Early on, the players got involved in a murder mystery simply by arriving at the location where a murder was about to be committed.
The plarty was approaching the local baron about the possibility of being allowed to bear restricted arms and armour. He was killed their second night there as part of a pre-established timeline.
This is something that I think tends to be under-appreciated by people who haven't actually run sandbox campaigns: It takes a surprisingly light seeding of material before you'll discover the PCs getting involved in things you never expected them to get involved with.
For example, in my last campaign I had prepped several "backdrops". These are basically timelines of events that run in the background of a campaign -- they're the news headlines and large-scale events that the actions of the PCs are unlikely to interact with (in much the same way that you and I are unlikely to interact with the death of Michael Jackson or parents convincing the world that their kid is stuck in a hot air balloon). One of these involved a political leader declaring rebellion against his Overlord.
The PCs managed to trigger the leader's declaration of rebellion months ahead of time because they inadvertently handed him political ammunition that he could use to make it happen. And then they managed to accidentally stumble onto the site where this guy was going to betray and murder a bunch of the Overlord's sympathizers, leaving me scrambling to provide stats and specifics for an event that I never thought would be played out "onstage" (so to speak).
The fallout from both of those events completely shifted the shape of local politics in the campaign and left the PCs deeply entangled in a series of events that I had originally planned to be nothing more than background scenery of the "larger world".
And this kind of stuff happens
all the time.
A timeline woven around the PCs is a bit more complex and might have some non-sandboxiness to it.
I'd recommend checking out
Don't Prep Plots, particularly this
example of using scenario timelines.
It all pretty much boils down to how you're using the timelines. If the timelines become straitjackets, then you're no longer in a sandbox. If the timelines are just a default plan of attack that is freely discarded or modified when the PCs interact with it, then you're still in the sandbox.
Part of the art of running a sandbox is learning what constitutes useful prep and what constitutes prep that isn't going to survive contact with the PCs.
In general, I find it useful to have a default that assumes the PCs don't interfere because it gives me a baseline to improvise off of. (And it also tells me what happens if the PCs don't get involved in this particular scenario.) Almost all contingency planning beyond that is useless, IME. It doesn't hurt to jot down a few notes on cool ideas you might have flitting about, but any time spent on trying to plan for "what happens if the PCs do X?" is generally a waste of time because the PCs are just as likely to do any of the other 25 letters in the alphabet.
Used properly, a timeline can greatly enhance a sandbox: Without a baseline timeline, it's very easy for elements of the game world to default to a static "nothing happens unless the PCs are looking at it" state.
OTOH, you're not a computer and you can't realistically keep an entire world running in the background. You have to pick your battles. As a general rule of thumb (which I'll violate whenever it seems appropriate), I try to design things in static holding patterns ("the orcish slavers continue operations as usual") until the PCs "touch" them and then I'll start tracking that element of the campaign world in more detail until the PCs "finish" it ("if they return within 2 days, the orcish slavers have sold d% of their stock; in 5 days, the orcish slavers have sold all their stock and started packing up their camp; in 10 days, the camp has been abandoned").
When NPCs are acting on a timeline, I call that a trajectory. I know where they will land if their action is not interfered with.
The use of the word "trajectory" is quite brilliant, I think.