Thanks, folks. Several of these ideas helped make things "click" for me.
I think in the past, I expected the players to be more proactive than reactive, and built adventures around that assumption. That's fine, and works very well in Fantasy RPGs where players may have limited tools/plot-avenues to pursue.
So I think it's a matter of tweaking my detailed villains & locales rather than trying to accommodate a full-on sandbox on the scale of a modern city as I had done previously.
We'll see. I used to run Shadowrun back in the day and experience the kinds of problems that I spoke of, even when using published modules.
Rather than a rigid plot, which I wanted to avoid, I'll try to think of common "bridges" that the PCs might employ when moving between plot points and set-pieces.
Thanks!
I think in the past, I expected the players to be more proactive than reactive, and built adventures around that assumption. That's fine, and works very well in Fantasy RPGs where players may have limited tools/plot-avenues to pursue.
So I think it's a matter of tweaking my detailed villains & locales rather than trying to accommodate a full-on sandbox on the scale of a modern city as I had done previously.
We'll see. I used to run Shadowrun back in the day and experience the kinds of problems that I spoke of, even when using published modules.
Rather than a rigid plot, which I wanted to avoid, I'll try to think of common "bridges" that the PCs might employ when moving between plot points and set-pieces.
Thanks!