4 replaced http://rpg.stackexchange.com/ with https://rpg.stackexchange.com/
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Even a sandbox needs railroads. I've just answered a related question herehere; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the game needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the game needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the game needs it.

3 deleted 1 characters in body
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Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the gamesgame needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the games needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the game needs it.

2 blockquote instead of code block
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Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now? 

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, 
or will you help the villagers to prepare a battle plan and build defenses?

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the games needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now? 

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, 
or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the games needs it.

Even a sandbox needs railroads. I've just answered a related question here; basically, I feel that you need to apply 'the railroad' when the players are stuck or not self-motivated.

It's much easier for humans to improvise when there are some constraints.

What do you want to do now?

is really hard to answer for the players when they are stuck, or not fully engaged, or just paralysed by possibilities. Much better to guide them,

Do you want to confront and stop the orks before they reach the village, or will you help the villagers to prepare a battle plan and build defenses?

I used to think that the perfect game was a complete sandbox. But boundaries are actually inspiring creativity and helping the players, so now I feel that it's best to railroad them (a bit) until or unless the players or characters own motivations carry the game. Give them freedom when they want it, but provide guidance (railroad, more structured scenes) when the games needs it.

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