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<blockquote data-quote="Maxperson" data-source="post: 8695378" data-attributes="member: 23751"><p>Player type makes a huge difference here. If you have proactive players, you don't even have to come up with a zillion choices. They will decide upon goals for their characters and then set about trying to achieve them. All a DM with those sorts of players has to do is react and work on things relating what they are doing, and perhaps a bit of tangential stuff. Improvisation also helps a lot. </p><p></p><p>It's still a sandbox world, since they players can pick and choose what they want to do, and change along the way, but the DM has to work far less on it than a traditional sandbox.</p><p></p><p>Passive players on the other hand, need to be led to things. They aren't going to come up with the idea to become the new sheriff in town, but if you present a problem in their town where the old sheriff is corrupt and there's no good replacement, a lot of passive players will happily decide to step into that role.</p><p></p><p>And here again improvisation is key. I haven't crafted a dozen options, even a single option in decades. What I do is come up with a puzzle, problem or encounter and let the players come up with ways. They will almost always do so, and often in ways you wouldn't have crafted anyway. It's a waste of time coming up with options and trying to account for player choices when they're highly likely to come up with something you didn't think of anyway.</p><p></p><p>I'm not trying to say you are doing it wrong. I'm just present a different take on those situations. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Maxperson, post: 8695378, member: 23751"] Player type makes a huge difference here. If you have proactive players, you don't even have to come up with a zillion choices. They will decide upon goals for their characters and then set about trying to achieve them. All a DM with those sorts of players has to do is react and work on things relating what they are doing, and perhaps a bit of tangential stuff. Improvisation also helps a lot. It's still a sandbox world, since they players can pick and choose what they want to do, and change along the way, but the DM has to work far less on it than a traditional sandbox. Passive players on the other hand, need to be led to things. They aren't going to come up with the idea to become the new sheriff in town, but if you present a problem in their town where the old sheriff is corrupt and there's no good replacement, a lot of passive players will happily decide to step into that role. And here again improvisation is key. I haven't crafted a dozen options, even a single option in decades. What I do is come up with a puzzle, problem or encounter and let the players come up with ways. They will almost always do so, and often in ways you wouldn't have crafted anyway. It's a waste of time coming up with options and trying to account for player choices when they're highly likely to come up with something you didn't think of anyway. I'm not trying to say you are doing it wrong. I'm just present a different take on those situations. :) [/QUOTE]
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