Can you see how a game might play out differently if you remove the expectations of crafting a story?
I think if you scroll back to my description of how I'd run RC's civil war in the story method, that we reach the same outcome and allowance for PC choice.
Just as you are "bumfuzzled" as to why I don't get how your sandbox work, I'm reading your posts about what I'm saying and confused as to why we're disagreeing.
What's frustrating for me, is some number of people hop on this thread and see the words "plot" or "story", and ignore where we talk about getting player feedback, buy-in, and being flexible for player choices and assume we're running a railroad from hell.
As RC noted, my explanation of the civil war story-style have sandbox elements.
My whole point has been, use story elements to make the game turn into a story. If you run a sandbox the wrong way, you get a crappy game. if you run it the right way by tying things together, you get a good game. That tying of things together is story elements.
The same way that if I take a rigid story, I have a bad game. If I apply sandbox elements, I get a good game.
We're approaching the running of a game with 2 different primary methods (sandbox or plot) and using techniques from the other method to get a hybrid. The hybrid is what really matters.