chriton227
Explorer
It could be that your players don't feel capable of making decisions that are rewarded in-game. If enough of their decisions do more "biting them on the ass" than "forwarding their career", they are bound to think and rethink every decision point.
Agreed. The times I've been in sandbox style games that started to fall into analysis paralysis, it was because we were beginning to feel that every decision was a wrong decision, or because the consequences of failure were completely out of scale.
Accept a commission to retrieve the Chalice of Anduria? The patron turns out to be a secret cultist who needs the Chalice to free his lich master. Rescue a little girl in the woods? She turns out to be a disguised demon planning on devouring the party in their sleep. Let the press gang down by the docks escape after they try to "recruit" a member of the party? Their next target ends up being the benevolent king (in disguise to better observe the status of his kingdom), and with him out of the picture, his evil half brother usurps the throne. Don't manage to catch the bandits that robbed a supply caravan going to a nearby mine? The bandit use the supplies to breach a lake causing the mine to flood, killing everyone inside because the mine owner wouldn't pay protection money, and in the process destabilize the land all around the mine, causing sinkholes to open randomly under the town, eventually leading to the resident having to abandon the town lest they get swallowed up by the earth.
Occasional plot twists can add a lot of flavor and entertainment, but if they are overused the players will begin to feel that either nothing they do will turn out well, or that the DM is out to get them. If too many times the consequence for failure is huge, but the players have no way know that in advance, the players will become terrified of failing any task they attempt no matter how small, and will spend hours analyzing it looking for any indicator that the task in question is actually vitally important. In both cases, the players may decide that the only safe choice is to make no choice, and either let things go wrong naturally (reinforcing the idea that the DM is out to get them), or trying to get someone else to deal with the messes so it isn't on them if it goes wrong.