Fair enough. There's always a weakness in specific hypotheticals, so I won't posit one. However, as a more broad statement: I'm coming from the standpoint that the choice to take risk upon yourself for the sake of the good of another is meaningful. Similarly, the choice to not take that risk is also meaningful.
That is just what I was wondering, because different people seemed to mean quite different, and even vigorously opposed, things.
Whereas, if the choices presented to you, are, say, A and A, where A is "take risk upon yourself for the sake of the good of another", that choice isn't meaningful because it isn't really a choice.
We are talking about Sandbox play, right? I present the players with a plot hook. They can take it, or not. The choice is between A and Not A - the players are always free to initiate anything they darn well feel like that has nothing to do with any hooks I have presented.
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Well, you can, if you and your players don't mind living with the consequences of the adventurers failing completely. A front-row seat for the apocalypse certainly offers some intriguing gaming possibilities.
However, I think it's possible to have all sorts of interesting intrigues and adventures that don't involve epic events.
I think it's possible to have all sorts of interesting intrigues and adventures that don't involve pushing the PCs around with threats.
My ideal as a referee is to be reacting to what the players and their characters are doing, not the other way 'round.I think it's possible to have all sorts of interesting intrigues and adventures that don't involve pushing the PCs around with threats.Yes. Some of the most entertaining adventures in my campaigns have been ones initiated by the PC's due to something they wished to accomplish that wasn't in any way, a threat.
My ideal as a referee is to be reacting to what the players and their characters are doing, not the other way 'round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.