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The Opposite of Rail-roading
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<blockquote data-quote="Ydars" data-source="post: 4591676" data-attributes="member: 62992"><p>I like to run sandboxes, and have sometimes had the same problem.</p><p> </p><p>There are a number of solutions that I am sure you are aware of but here they are anyway to remind you;</p><p> </p><p>1) Some of the arguments could be because the players don't have enough info to make an informed choice or have too much info that doesn't point in any direction. Adjust your description of certain game elements to make one course of action more attractive to several players because of the motifs you include in description. This is a subtle DM tool and this is the perfect situation to use it.</p><p> Also, avoid unnecessary "window-dressing" description, which just confuses a certain type of player. </p><p> </p><p>2) Make sure you enforce the idea that if lots of thinking and arguing takes place, it happens in character and takes up REAL game time; this can lead to truncation of some arguments immediately. For example, if they are underground and arguing about which way to go, I would make the characters make will saves to keep the noise down otherwise they start speaking loudly without realising it. Roll for Wandering monsters...........</p><p> </p><p>3) Because of 2) make NPCs overhear and comment on how argumentative and indecisive the PCs are in overheard conversations. This could become an in-game NPC joke and could earn the PCs an annoying nickname. This warns the players that extensive discussions can be overheard and if they don't mind this then create a consequence; something they were recently talking about is overheard and they suffer because of it.</p><p> </p><p>3) Because of 2) and 3) if they argue in game then suddenly something happens that elicts a response; it can be a very small thing, like glimpsing someone climbing on the roof of the building opposite or else someone empties a chamber pot on the PCs or else they get pickpocketed whilst arguing about something.</p><p> </p><p>I mean this is realistic as the PCs are supposed to exist a living breathing world and just by standing around the PCs are influencing that world.</p><p> </p><p>One of the DMs major jobs is to keep things from bogging down. A sandbox is great and one of a series of wonderful ways to play D&D but you still need to use active techniques sometimes to move things along.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4591676, member: 62992"] I like to run sandboxes, and have sometimes had the same problem. There are a number of solutions that I am sure you are aware of but here they are anyway to remind you; 1) Some of the arguments could be because the players don't have enough info to make an informed choice or have too much info that doesn't point in any direction. Adjust your description of certain game elements to make one course of action more attractive to several players because of the motifs you include in description. This is a subtle DM tool and this is the perfect situation to use it. Also, avoid unnecessary "window-dressing" description, which just confuses a certain type of player. 2) Make sure you enforce the idea that if lots of thinking and arguing takes place, it happens in character and takes up REAL game time; this can lead to truncation of some arguments immediately. For example, if they are underground and arguing about which way to go, I would make the characters make will saves to keep the noise down otherwise they start speaking loudly without realising it. Roll for Wandering monsters........... 3) Because of 2) make NPCs overhear and comment on how argumentative and indecisive the PCs are in overheard conversations. This could become an in-game NPC joke and could earn the PCs an annoying nickname. This warns the players that extensive discussions can be overheard and if they don't mind this then create a consequence; something they were recently talking about is overheard and they suffer because of it. 3) Because of 2) and 3) if they argue in game then suddenly something happens that elicts a response; it can be a very small thing, like glimpsing someone climbing on the roof of the building opposite or else someone empties a chamber pot on the PCs or else they get pickpocketed whilst arguing about something. I mean this is realistic as the PCs are supposed to exist a living breathing world and just by standing around the PCs are influencing that world. One of the DMs major jobs is to keep things from bogging down. A sandbox is great and one of a series of wonderful ways to play D&D but you still need to use active techniques sometimes to move things along. [/QUOTE]
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