Tuesday, May 12, 2026

Confabulation and the LARP

Confabulation (confab) is the replacement of a mundane or distressing reality with a fabricated, false, or borrowed experience. When people complain about people "LARP-ing as freedom fighters" or some other cultural phenomenon, this is what they are talking about. People will talk themselves into a false state of mind, creating or adopting past experiences to replace a reality they want to ignore, supplant, enhance, or replace entirely with a new fake reality.

The current state of the hobby is full of this.

"I am my D&D character."

"I see myself in the game."

When I grew up, we never saw ourselves in the game. We were telling stories with others, and we knew about the dangers of self-insertion and getting too close to a character who could die. We never "pretended it was us" in there, and we had that one-step removal of "I am telling Frodo's story" and "seeing what happened."

This is also why the "dungeon turn" is so important. If my character dies because they ran out of torches and rations, guess what? This is that roguelike feature that early D&D had, which the new games do not. The dungeon turn is the "clicking clock of doom," just like the hourglass is in Shadowdark. If your character's fates are tied to an external turn track or timer, then we can accept their deaths more easily. We did not play by the rules, we pushed fate, and we paid the price.

In new games? No way. This is a story game, and "I am my character." I can never fail. How dare you say I am a failure? This triggers me! I can't deal with this; it hits too close to home!

If your game needs safety tools or you need to throw up the "X," then that is a red flag. Safety tools are only for story games and LARPs, not for role-playing games. In role-playing games, we have systems and simulation tools that keep us a step removed from the action, and it "never is about us as a person."

In LARPs? It is all about my persona and identity. The tools are needed. This is why I still support safety tools; they were present all the way back in the OG LARP game, Vampire: The Masquerade, where players had accepted methods to "fall out of character" and "deal with issues that come up in a LARP."

But safety tools in a pen-and-paper game? Why? Why would you be getting that close to your personal identity? Is this a LARP or is this a pen-and-paper RPG? Is somebody confusing a LARP and a tabletop game, again?

Game designers who know nothing about the hobby's history will always make this mistake. This is a clear sign of a designer coming in from other media who doesn't understand the hobby, or is trying to turn it into something else. Also, Wall Street wants this "identity gaming" thing to happen, since linking someone's sense of identity and self-worth to a commercial product generates recurring revenue.

And the YouTube live-play channels of actors will happily stay in character, only to confuse the issue.

And game designers and marketers who purposely "blur the lines" are doing the entire hobby a huge disservice. They are killing gaming and worsening mental illness in vulnerable players.

Another word for this is dissociation, a mental state in which the world feels fake, dreamlike, or detached, leading a person to substitute their own reality. This often takes the form of the game's reality replacing the real world's. This is why a lot of the new fantasy art "blurs the lines," and we see "people who look like us" and strange anachronisms, where the game's art feels like someone put on a pair of magic glasses and replaced everyone in the real world with their fantasy counterparts.

The danger is that the fantasy becomes more appealing than reality.

And people live their lives stuck in a false world.

It never ends well.

The real world will catch up.

And living in that fantasy is a helpful way to ignore real-world problems that will only get worse the longer you ignore them. It is better to use a structure to keep the game in perspective and not "live in the game's world" as your real-life "who you are."

The dungeon turn structure is a tool we used to protect ourselves from the deadly, harsh, and final reality of the game. We never had a "minigame for death" and tried to gamify that part of the game. That is ultimately gruesome and turning death into a "Russian roulette" game, that is, when you think about it, sick and very troublesome in a way.

Death was death.

Or "hovering at death's door," which simulated situations where paramedics and instant help were needed. But it was still a losing condition in that roguelike game that we played. You never threw up an "X" or had death listed on a safety tools sheet.

The game had structures and tools to protect us. And we respected the game.

And we never replaced our reality with the one in the game. It was a place we "visited" and "told stories in," but we never saw ourselves "living there" or it as a "replacement for our own reality." The Medieval world was an unforgiving, harsh, dirty, unfair, exploitative, and often poverty-ridden place of church and kings. Today's fantasy worlds are "reality replacements" in which everything is a perfect utopia, an idealized version of the real world.

If all you do is live in a fantasy world all day, you are doomed to lose the real one.

Monday, May 11, 2026

Blizzardification

The Bilzzardification of D&D began with D&D 3.5E and roared into full swing with D&D 4E. By the time we got to D&D 5E, this trend had become the norm, and barely anyone noticed.

The game has too many races, classes, and subclass options, along with pointless choices that carry no thematic weight or story consequences.

Like World of Warcraft, we get another half-dozen elf shapes with no real meaning in the broader story, some mechagnomes because the character editor just couldn't do that with normal gnomes, and all sorts of other "why did they add this" character options.

There comes a point when so many silly shapes run through my mind that it shuts down, the story becomes trash and meaningless, and the world's original charm is gone. This isn't about diversity; this is about storytelling and "less is more." The story never needed dozens of race options, especially if the core conflicts are watered down to the point where nothing matters.

More is more! And we get yet another thing to buy and try to fit into a world that stopped making sense a decade ago. I don't even know what World of Warcraft is anymore, other than "Fantasy Second Life" full of silly shapes and random things that never fit together thematically.

Same thing with classes, in World of Warcraft, we have a few different types of fighters now, and they all need to have class roles, niche protection, and enough differences to make choosing one over the other a viable choice. I miss the days of "fighter was it," and even the paladin class was a main tank trade-off with slippery aggro.

And in D&D, too many fighter classes created with a thesaurus not only make the original class boring and unappealing, but also force the designers to create "role protection" and "self-healing options" for every fighter to make them viable solo classes. There are too many similar fighter classes. It makes the original fighter a joke. Why do I play a fighter again?

Boring choice. Play a swordmaster. A battlerager. A shieldmaster. An arcane combatant. A jumping lancer. Don't mind the fact that some of these classes feel like multiclassed characters, such as the arcane combatant being a multiclass fighter/magic-user; they just are a "thing" now, and world builders are now forced to shove them into every world somehow.

Even multiclassing is being attacked by the thesaurus class designers, and making "better options" with a new class that makes the entire charm of multiclassing the weaker choice. Worse yet, you can multiclass the multiclassed replacement.

What are you even doing anymore?

These "tack on and add on" games give me a headache.

If you come out with a game and can't even preserve and support the original game's solid class choices, and you can't help yourself and replace them with every book you release, you are a garbage game designer. You can't even support the original game anymore without making the choice in it obsolete with your "new power gaming stuff" released in every book. Ultimately, it ends with the players all getting sick of it, everyone quitting, and you being "forced" to release a new edition to clean it all up.

Look at how much better 6E is now and all the problems it solves!

We had those problems fixed when 5E was released, and you broke the game since then.

And the ranger and rogue were broken on release, and still are. They will be broken in 6E, too.

This is why basic BX is so appealing to me. It does not change unless I want it to, and I can control everything that comes into the game. I have strict control of worldbuilding. No one is coming along and making a thesaurus "archer" class and replacing a subset of fighters on me. I don't need to fit the new garbage into my world. There are no silly circus-like planes to factor into my worldbuilding.

If I say "an archer is just a fighter that uses a bow," then the fighter class covers it. The gladiator is just a "fighter who fights in an arena." Seriously, one secondary skill could cover the entire class and be used for all the "optional flavor abilities." We don't need to invent game mechanics and track pool points for "crowd support" or "archery focus." Who cares? It is a fighter. Stop making new fighters!

Put the thesaurus down.

You aren't being innovative or smart by trying to replace the wheel. You are just making slightly worse wheels that are only usable in specific situations.

If I only want "the core four" races of human, dwarf, elf, and halfling - that is all that is in the book and all that I will support in my worldbuilding. Orcs are orcs, not something someone on social media said they were; so, outside people, unconnected to classic myth and disconnected from reality, can ruin my game and world-building. The list of "monsters as player options" gets worse and worse every year, and I expect mind flayers. displacer beasts, and beholders to be player options in 6E. And I will be forced to add them, along with every other silly thing they put in the game's art.

Game designers. Stop it. You have a problem. Get some help.

Less is more.

Sunday, May 10, 2026

Too Many Classes

I get the feeling class choice is a fallacy.

There are a very limited number of roles in a dungeon party. Mind you, in 5E, where it is all "story gaming," and there isn't even a structure to dungeon exploration, with no time, resources, turns, or wandering monster checks needed, you are all just playing "soft pretend" and running pre-set combat encounters to give you the illusion of dungeoning.

You can play 5E like an OSR game, but you need to houserule the most important rules for dungeon exploration, and if you do not know them, you are back in story-gaming land, dealing with the Mad Hatter and the Cheshire Cat again as your Dungeon Masters, and you are being led by the nose through some adventure writer's story by the nose and shoved on that railroad.

If you did not know the terrible days of "modules on rails" of the AD&D 2E era, here we are again.

You have no dungeon turn structure in 5E, nor do you have any hexcrawl procedures. The game wasn't built for that. People port those ideas in from older editions, but they aren't there. The dungeon exploration turn structure is the reason we have class roles; that gameplay loop defines the game.

That dungeon turn procedure defines the resource game.

And the resource game defines the class roles.

In a game less about pretentious module-writer stories and more about sandbox dungeon exploration, the dungeon turn defines the experience. We forgot about this so completely that it took 5E players writing an entire new game (Shadowdark) to remind us of the beauty of this simple structure. While I love Shadowdark, BX does that all and more, without the need for out-of-game timers or table procedures.

Track time on the timesheet.

If a real-world discussion takes 30 minutes, tick off three turns on the timesheet.

Time tracking in BX is far easier than Shadowdark, and it is far more flexible. No phone or sand timers needed here. And you have the option to speed up time and mark off a dozen turns in the blink of an eye, if needed. If something takes two hours, we can just say it does, check off turns, make the rolls for wandering monsters, and pick up at that point. You can do this in Shadowdark, too, but it is built into BX as "the way." There is no real-time requirement here, yet time is just as important.

But the gameplay loop defines the class roles and structure. It sets the ground rules for the resource game.

This is not hard stuff; MMO designers know about this. Pen-and-paper game designers are happy to ignore it, since they can drone on and write new classes to infinity, and always give you something new to buy. The truth is, the more options and classes I have, the less viable dungeon crawling becomes, and the more towards a rules-light story game my game moves in the direction of.

Cleric, fighter, magic user, and thief.

The Fab Four of dungeon crawling.

John, George, Paul, and Ringo.

I do not need more than this. The bards, druids, illusionists, rangers, and other classes are fluff and distractions. They are not part of the core design. They bring fun stuff to the table for other types of play, and some are way too focused on one area and not others, such as bards monopolizing roleplay and interaction to the detriment of all other players. The modern designs of these classes often overdo it to an extent that they ruin the game for others or have such a narrowly defined niche that they are useless in a dungeon.

I like the other classes, and even the BX race-as-class options - they all bring something fun to the game.

But if I had to play without them, I could in a heartbeat. I don't need all these distractions. My games are better as a result. They are more focused, and the motivations are clear. The constant distractions of modern gaming and the too many choices that serve as shiny baubles meant to stimulate you are gone.

Yes, I am that "simple fighter" who "fights," but because I don't have rules for 1001 potential actions, I am not limited to that list of choices. I can do a million things as that fighter. Infinite things. I have more freedom of action with my BX fighter than I do with my 5E fighter. The rules are handcuffs in 5E. With every new book, they take options away from me. In BX, my fighter is an independent, free person of action and potential. Just because the rules don't explicitly lay out actions doesn't mean they can't be done.

BX is the complete opposite of Pathfinder 2. Pathfinder 2 has rules for pulling items out of pouches and packs. If they could, they would write rules for actions for coughing and sneezing. It is not a bad game, but this highlights the design focus and point of Pathfinder 2. That is a game where every conceivable action is laid out in the rules.

In BX, every conceivable action is laid out in my head.

There is a freedom in BX that no amount of page-count or rules can replicate.

Nor do I need infinite classes and infinite choices within them to give me "true player choice" and agency at the table. That one fighter could be "the archer" or "the gladiator." Or even "brawler" or "warmaster." Why do we need some game designer with a thesaurus making character classes, again?

What does that add to the game?

Or do all these thesaurus classes remove options from the fighter and relegate them to a boring and do-nothing class? If a fighter is my only choice, then that fighter is going to be so much more than these "every synonym and the kitchen sink" games designed by amateur influencer-gamer designers at these companies.

Do not invalidate the great classes in the game by designing "more fun ones" that "steal roles."

Is it that hard to see? Or do I need another 500 silly 5E character classes in my online designer to make the point sink in?

D&D is Being Run by Influencers (or Pod People)

I watched a few of the new official interviews with the remaining and current D&D team, and all I came away with was that anyone who works there wants to be a popular social media influencer.

Most of those who play live-play games want to be social media influencers.

I get the feeling it is less about the game and more about "them getting theirs."

Nobody reads blogs compared to other media types in the hobby; I never considered myself an influencer.

After a while, all these influencers start to look and talk in the same tone of voice, that strange candace where they ele-VATE their last syllable, while waving their hands in circles as they talk. Talking does not seem natural or relaxed; it is like they are struggling to stay afloat in the water, with all those jerky hand movements, and they are desperate for attention as they adopt an unnatural, alien inflection in their speech.

Again, they are so desperate for attention that they will speak in an alien tone of voice just to make themselves heard, and pretend to struggle in the water so your attention fixates on them. They adopt strange looks that seem fake, again, to get your attention and fixate on them. After a while, standing out in the crowd like this screams of "please like me" and desperation against a soulless algorithm, and I just feel sorry for them.

Compare this with a few in the OSR (and a few in the Dungeon Tube space), the game designers, and popular YouTube channels that run discussions, and they all sound like down-to-earth people. I can listen to them for hours without needing to be visually stimulated or hearing strange vocal quirks every 30 seconds, so I won't switch to my phone.

The hobby has an influencer problem.

The more I see it, the more I can't unsee it.

Saturday, May 9, 2026

Skills Kill the Game

Where 5E completely loses me is in the lack of structure and a gameplay loop. You can see the character-first focus of the game, and then there is nothing else to it, except combat. The entire game exists for a weak narrative structure to be thrown over combat encounters, which is exactly what a D&D 4E adventure did.

Exploration is non-existent, and there isn't even a defined structure for the activity. The overland travel procedure is gone. The skill system does too much work, which is a sign of a designer who wants to lazily overload the game's "system mechanics" onto a skill system and call it a day.

You saw this design from D&D 3 and on, the skill-heavy theory of game design, where a massive skill system replaces the need for any other part of the game to have procedure and flow. You will see entire subsystems hidden in a skill description, such as jumping or climbing. While they reduced the number of skills in D&D 4 and 5, they did not reduce the importance.

You will often hear a player blurt out "I roll perception!" before it is even called for, some habit they developed, trained by the skill system, to roll that skill every time they enter a room.

It is really dumb.

What are you looking for again? What are you even doing? They treat the skills like a phone, holding it to their eyes so they don't have to think, consider the environment, or be careful. Nope. The skill somehow magically does all that. The skill system in 5E is an easy mode for auto-play.

Even the act of "failing" just means the next person in the party does it to ensure success. You can't get away with a failure state since the failed skill check waterfalls all the way through the party as "everyone tries it" since "they magically know the other person failed."

Back in the day, we called that metagaming, the taboo practice of acting on information your character does not know.

How do you know the other person failed a perception check? Ideally, this is a secret roll, but if the player rolls the die and rolls low, everyone else will jump in to ensure a roll above a 15. "I look too!"

In BX, it is player skill.

I search behind the curtains, using my spear or 10' pole.

No roll needed, you see the yellow mold on there without triggering it, and the secret door it clings to.

We burn it with our torches and cover our mouths, with everyone backing off as it burns. We go through the area with our mouths still covered.

That will force a wandering monster check due to the smoke, but it is dead and defeated. You are not affected. It also takes a turn for all of it to happen. Please mark your time tracker and check off your torch life by a turn.

There was no dice rolling in that entire sequence of events.

Sure, in BX, you can have profession or background skills, but those are just character flavor, with no "skill levels" or "mastery level," and they just are there if you want to use them. My dwarf is a blacksmith, so naturally, he knows how to do that, plus repair metal weapons and armor, and it is what it is. If there were a 14th-level character, he would naturally be crafting very fine and powerful weapons, but that is again a matter of a referee ruling and the player's course of action, materials, and facilities you have access to.

Could my dwarf craft a +1 warhammer?

What materials do you have? What type of forge do you have access to? Do you need a special runecrafting book? Do you need a mage to cast a ritual to enchant it, or bring it to a good dragon to bless the weapon? If the quest is epic or legendary enough, this may even rise to a +2 with a special property. No skill roll is needed. The dragon doesn't need to roll anything, either, when you get there, so get that out of your head.

This all happens within the context of the game and player action, adjudicated by the referee's common sense.

It just happens.

Why?

Just 'cause. That is how the fantasy novels did things. Read a few more of them to know.

We are not forcing the game through a 5E Play-Doh extruder press and a tiny hole that controls all action, and requiring the use of the dice for every action.

Where BX has elegance in design that comes from maturity in game design, 5E treats every problem as a nail and whacks it with a hammer. Modern game design replaces the need to use your brain with rolling the dice.

"I roll perception!"

You successfully see your character roll a d20. Everyone else does, too.

Now tell me what your character is looking at in the room, and what they are doing in the environment.

And put the dice down.

Friday, May 8, 2026

D&D Beyond: Rental Content

Please stop calling it "content."

And this is the beginning of a digital-only game. I can see how the maps and pre-gen encounters would be useful, but the more concerning aspect is the inclusion of player options as "content," which ties features on your character sheet to a subscription model. Your characters are becoming rental-dependent pieces of a corporation's data model.

You know, I have nearly 100% upgraded to BX, so why do I care?

The maps are cool, but I can get similar ones and use them for any game in Roll20. It is that subscription-dependent, "you will never own this" character-focused options and spells, which you know will be must-haves and filled with power creep, that trouble me. Over time, the best build options will be dependent on owning a "master tier," and the game will turn into a live-service, pay-to-win model.

Welcome to the world of rental content, 5E players.

This is why I play BX.

Thursday, May 7, 2026

The Sandbox

Every game presents its own unique sandbox. You get a base set of classes, races, magic, monsters, gear, and ideas to use to create your stories. Part of the reason I love Old School Essentials is that it is one of the ultimate sandboxes in gaming, classic, iconic, defined, and limited in scope to just the best of the best in dungeon adventuring.

I am sort of hesitant to use the words 'old school' dungeon adventuring since I really have no idea what modern adventuring is these days, other than 'a contrived plot leads you to a sequence of battle map-like areas.' We have not progressed beyond D&D 4E's 'series of combat encounters' in nearly 20 years, and 5E is still very much aligned to map and grid tactical encounter play.

4E used to have that sandbox, too. Early on, before the game became an MMO, where the classic worlds were "starting zones," and everyone was forced to adventure in the planes, starting at level 10. That model still exists in D&D today, and it is the death of the sandbox in D&D. This assumption killed the classic fantasy worlds of D&D, and it turned into "Plane Hoppers: the RPG."

5E never really felt like it had the sandbox to me, since the planar model was baked in. 5E always felt too big, too massive, like a fantasy universe simulator more than a sandbox fantasy game. I get this feeling from ToV and Level Up A5E, too. They are less focused on sandbox games than they feel like a "d20 version of fantasy GURPS." And 5E gets worse the more you add to it. It already starts off way too massive, and it just keeps getting bigger.

4E felt like it had a defined sandbox world, and it worked consistently and logically.

5E felt too generic and planar in scope. I get overwhelmed. There is too much in the game. And 2024 makes it worse since there are four subclasses per class. I might as well be playing GURPS if I am expected to design that hard. Yes, it is just four choices over a billion, but comparing 20 levels of four subclasses to plan out what I want and what I would be happy with? Give me a point-buy system and set me free to get what I want, since the designers will never make me happy.

OSE has one book or two books, maybe the Zines, and that is it. OSE is very "wrap your head around able," and I can memorize everything and run the game like a micro operating system in my head. With 5E, I can't store it all in my head, none of it becomes second nature, and I am forever tied to looking things up in those darned books.

With OSRIC 3.0, and especially Adventures Dark & Deep, I feel myself slipping again. OSRIC 3.0 I do a little better with, since it is so similar to OSE, but there are so many more rules to remember.

OSE has a few "planar spells," but it never goes beyond that. The entire game feels rooted in one world, without dragging the massive planar framework like a junky piece of furniture tangled with cords, dust, and some random strings wrapped around everything. You can "do planes," but for the most part, they are never brought up, and the game feels rooted in one world with very little, if any, planar travel. OSE does not even have the gate spell.

Sanity.

Finally.

A fantasy adventure game that just focuses on one sandbox world, manages that self-contained framework, and doesn't pull in 1001 garbage ideas and genre-breaking science fiction and weird fantasy elements. I am sick of "the planes" and "planar campaigns," and I am ready to return to smaller, more sandbox, manageable, and simulation-like standalone worlds. I don't need all my fantasy worlds in some multiverse where characters can jump between them in an instant, reducing them to background images and VFX in some trash-science-fiction movie.

It reminds me of that scene in the new Star Wars sequels where they used hyperspace to "jump between" iconic worlds, with no world mattering, them only existing as nostalgia backdrops, and them never being forced to interact with any of them. In the end, they were there to say "remember this," and they each meant nothing, and the entire sequence diminished every world and cheapened the entire universe in a very short sequence of film.

The modern theory and design concept of "the multiverse" is complete and utter garbage.

Bringing it into D&D destroys every classic game word, if it hasn't already.

Why, as a creator, do I have to accept a concept that diminishes my work? So, my world must be in your "planar framework?" Or your "labyrinth?" Or your "thousand worlds?"

I begin to think that those who push these concepts are either lazy, jealous, or anti-imagination. There is another class in that group that plagiarizes, too, claiming the work of greats as their own, even though they will never be anything close to them. To them, the multiverse exists so they can put mediocre work next to the creations of legends and have greatness prop up their weak, derivative, and trite ideas.

If I want "the planes," it means I must play with OSRIC 3.0, Adventures Dark & Deep, or other 1E games. These games have full support for that campaign model, with more planar monsters (demons and devils, at least, at the moment), the high-level planar spells, and support for the framework.

I can play "The Planes" in OSE, but it is my choice.

With 1E, that is baked in, and I accept its presence, but the nature of the planes is still entirely up to me, or if they are even survivable. I remember when we first did a planar exploration game in 1E, I had zero structure or reason for the planes; it was almost Lovecraftian, and some of them were not even survivable or breathable. Some had alien geometry where, if you walked down a mile-long tunnel and turned around, you would be facing a solid wall of rock. Turn around again, and the walls shifted and moved like you were in some bad video game with strange bugs.

The entire nature of these places drove my players mad.

They fled back to their home world as soon as they finished what they needed to do.

Those gates stayed closed, or my players actively hunted gates down and closed them themselves.

Nothing good comes from the planes.

But those are the planes. They aren't a utopia or socio-economic paradise, happy pastel-colored places full of frog people, massive cities, or what have you. They are often alien and incomprehensible. Most of them are unsurvivable. Many of them will drive a human unprepared to experience them insane. Most will not see "life as we know it" as anything worth consideration for survival, and you will be crushed like an ant, poisoned, enslaved, killed, abused, or swatted like a pest if you set foot in these places.

Lesser creators, again, will use a planar model to foist their dumb ideas into an official setting and force you to accept their world-breaking garbage because "it is an official book." Many of the Magic: the Gathering-based books in the D&D line are like this, terrible, lesser ideas forced into the D&D multiverse, with no real weight, fiction, or creative chops behind them, and they are garbage "me too" ideas which end up diminishing the greats: The Forgotten Realms, Greyhawk, Dark Sun, and others.

But those great settings are no longer great, anymore.

Years of mismanagement and abuse have left the classic D&D fantasy worlds in a ruined, corrupted, and unappealing state. They don't even have great novels in these places anymore. There is nothing special about them, and the fiction is mostly dead. While I have fond memories of these places, they exist as ghosts today.

OSE gives me a fresh start, two small, self-contained books that simulate "the classic fantasy world." Every OSE world could be "The Realms" or "Greyhawk" in the early days. Every time I start a world with OSE, it feels like starting a new Minecraft world, fresh, interesting, boundless, but using a limited palette of possibilities combined in infinite ways. The logical mechanics are consistent. The options are limited, yet expansive.

And I absolutely do not need the infinite character options 5E gives me; they hurt the story of the world and characters more than they help it. Too much focus is put on the characters. With my BX thief, sure, he may be a simple character, but that does not bother me at all in Minecraft. I am who I make myself in the sandbox, and my story and adventures matter more than a treed character build that takes a few dozen pages of character sheets to figure out.

If I am a complicated mess of choices and 5E build options, I am largely self-contained with powers and a massive 20-level entitlement syndrome baked into my build. I cease caring about the world. It is always about me. No matter what I do in the sandbox, I can always count on those powers being handed to me by the rules.

No wonder so many players of 5E don't understand the appeal of sandbox worlds. They are never forced to interact with one to engage and thrive inside it. Everything is given to them by the "mommy rule book" and "daddy game designer." They already have the next 20 levels of power, so they never need to build soft power or interact with a sandbox world. Every adventure is a pre-chewed story meant to drive progression along a set of rails.

If I am a simple BX character, I need to engage with a sandbox world to thrive in it. How I engage with the world, my stories, and the relationships within it will define my character's power. This "soft power" of my interactions and relations in the sandbox is often greater than any "hard power" the rules give to me. Who I am, the people I know, the gear I found, and what I built matter more than my character sheet.

That farm I struggled to build in Minecraft with the enchanting room to make magic weapons and armor? That took a long time to put together and set up. It took me numerous sessions and adventures to build. That gives me real character power. And none of it exists on my character sheet.