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Timeline for How do I escape the Quicksand Box?

Current License: CC BY-SA 3.0

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Oct 29, 2013 at 0:40 comment added SevenSidedDie @TimothyAWiseman Right. That's on the "they do like sandboxes" decision branch, but that wasn't clear the way I'd written it.
Oct 29, 2013 at 0:40 history edited SevenSidedDie CC BY-SA 3.0
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Oct 28, 2013 at 21:54 comment added TimothyAWiseman I agree with everything, but if you plan on training the players, make sure they want to be trained. Some people prefer more railroad-y games for several reasons. Some want to focus on the tactics and combat and don't want to bother much with what is between. Some just think that a more directed game generally windws up with a better plot. And some just like guidance and don't want the responsibility of choosing the hook.
Oct 28, 2013 at 21:49 history edited SevenSidedDie CC BY-SA 3.0
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Oct 28, 2013 at 21:46 comment added Tridus +1 Often when players say there's no direction, it means the plot hooks aren't being noticed. Making them more recognizable ones is often a great nudge, especially for players who are used to being directed.
Oct 28, 2013 at 20:55 history answered SevenSidedDie CC BY-SA 3.0