kensanata said:The only drawback I've found thus far is that some of my players have repeatedly asked for a list of "open issues" because they lost track of it all. (...) Essentially I was springing plots at them, offering them more choice, but players would have prefered less choices (as in three or four plots instead of ten or more).
Interesting observation, this. Reading your (very entertaining btw) session reports, I came away thinking that this is pretty much the campaign style I was aiming for: Keep the world moving in multiple directions at once, douse the players in plot-strands - but let them decide where to go next and whom to support.
So do you reckon this problem is specific to your group, or is there a limit to how many plot strands should be open at any one time?
I once read that as a rule of thumb, complexity starts at seven of anything ... apparently this is the number of different things humans can keep track of subconsciously.