For about 5 years I have been experimenting with total sandbox play, a method of GMing in which almost no prep is done and the players are given complete freedom to choose what the game is about. A friend of mine had been championing this way of playing for some time and I felt that he had great arguments, so years back I wanted to try it myself. To run sandbox games like that you also need to allow for a high degree of Player Agency. The character concepts, how they are played and all of that is a factor in letting them be self-determining. So a lot of GM executive ability is tossed away.
In my younger days I'd always been more of a Theme Park GM, a guy who enjoys prep to a high degree and enjoys having players go through the content, so I had to go against a lot of my instincts to try and be a full Sandbox and Emergent proponent. But I pushed on and became a convert, and bowed at the statue of Player's Rights and Anti-Prep.
Thing is, over time I started to notice a few things that emerged from running/playing games this way. I noticed this from both sides of the screen so when I say Players and GM I am talking about multiple people from multiple play groups. Not a large number of groups, 8+ groups with some turnover in each group.
- Players seemed to not have any end of thirst for control. The line between what was theirs to determine and what was the domain of the GM was endlessly blurred and it seemed to encourage finding the line and crossing it. This actually killed several games.
- The Enjoyment of Control made the players fear the loss of that control. A strange phenomenon occurred where the players would often balk at a situation if they felt it did not conform to their expectations. When adversity would occur or when told No in Session 0 the players would sometimes become angry and challenge the GM over even basic things.
- Analysis Paralysis: When faced with an infinite number of choices I noticed that at times groups would come to a halt. The worst aspect of this to me was that sometimes the plans would seem to have little relation to the situation as described. Several people ride in a car and each has a steering wheel but only one has gas and brakes and a map.
- Everything was Improv, so it was all First Draft quality. When everything is flux you get very good at coming up with content on the fly, but this content always lacks editing and revision. A good GM can make improv look like it was planned, but it is always stream of consciousness and if you are trying to make it seem as though you are on top of it you have a time crunch. You cannot take your time to review what is about to happen and how it connects to everything else. Improv is a great skill, but it isn't everything.
- Players asked for Structure. Both verbally and with their inability to act at times, the players wanted the GM to provide them with a cone of choices, a funnel that connected infinite choices with the ones most apropos for the situation. They wanted to be able to enjoy a story sometimes, not just always determine the way things happen.
I started to realize some of this, but my friend argued that I was just a horrible Railroader who was backsliding. I came to the conclusion that though my friend is extremely intelligent, he was wrong. I think that the hobby functions best when there is a balance and flexibility to what all of the participants do, and recognition that the GM is the unifying perspective in a situation where everyone's subjectivity can potentially cause chaos. I refer to it as the Tao of Role-Playing. I came up with this a while back, but didn't fully embrace it until recently. It is the idea that each situation is its own thing and must be reckoned by the needs of that situation. At times you need to railroad, at others you need to let the players steer the game. Each thing as it is appropriate for the situation.
My games began to get better and I felt better about them. I noticed that the players lost some of their control but they also seemed to be very engaged and were more active. One of my players said he could tell the difference and felt like things in game mattered more somehow.
I still love sandbox and consider it a viable thing, but I am not afraid to theme park within my big sandbox now. What experiences have you had in your games with varying control and doing less or more prep? How did it work out as a whole for you and your groups?