Uchawi wrote:The key is to mix up encounter challenges so it is hard for the players to predict the story pacing, so in that sense I develop an appropriate level encounter that may encompass multiple rooms, or create the same encounter above the characters levels. The same applies for single rooms, areas, regions, etc. A true sandbox in my mind is a roller coaster ride. You never know what is around the next corner.
How does that work?
My understanding of sandbox is that the GM doesn't restrict things to level appropriate encounters but lets the party figure out what they want to deal with. If they never know what's around the next corner, how can they choose properly?
They used to have things called "sages" and the like in earlier editions. People found out "what was around the next corner" by consulting them. If you go into the mountains and didn't bother to ask what might live in the mountains, and you run into the great wyrm that has lived there for centuries and everyone for hundreds of miles around knows it, it's on you for not asking.