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Player initiative?
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Long story short: I am running a campaign in a homebrew world setting accepting all official (And thoroughly read over homebrew) content, including Gods.

Be this the case, my players have returned to the port town owned by one of the players (The King offered him the title of lord, and unwisely bought the rights to a almost completely unsettled region within the empire *The Black Sands (Imagine the Bermuda Triangle and Australia had a baby), and established a single port town)*, and have done a bunch of stuff in the first two days.

The problem is longterm: Initiative. My players are too damn indecisive, so I'm at a loss, and shy of just going full linear to get them moving (Campaign is styled as a reactive Sandbox). They also get whiney when I design or introduce them to enemies that are smart and out to obliterate them. Maybe I gave them too much gear and resources? Did I make/allow them to become a bit entitled?

Hnnngh I am angeree. Thoughts?

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3 years ago