7 minutes ago, 2P51 said:You've gotta provide some direction, plot hooks, and a setting or most PCs will be baffled. There is supposed to be a contract among players and GMs in that they're at the table to be adventurers, and you're there to provide the opportunity.
As the GM I'm either making a broad environment, like a port city, space station, whatever and populating it with a plethora of faces to talk to and threads to pull, or it's Murder on the Orient Express and the goal is clear. In either case I'm providing a story. If I don't it's random encounters and meandering around I guess, which frankly would get boring for me. I get to have fun too as the GM.
This post isn't about you because in your post it seems like you talk about hooks and not about a pre-destined path.
The idea of too many choices stalling the game is really more a matter of players who have not created characters with goals and a GM who does not lay any hooks or intrigues out at the start of play. In a sandbox game you only need a initial movement provided by the GM, and after that a feedback loop of cause and effect keeps the game going as the players do things, they affect things, which then affect the players.
But concerning the part I put in bold: No that isn't true, it's the slippery slope argument of the GM who is of a mind that he has to direct. I used to feel exactly that way, and I didn't like the idea of the players fully deciding what was going to happen, but they will seize on some point of interest as you wrote in your post and you're off. They are almost always more invested in a story that they initiated versus one that they were coerced or asked to follow. Sandbox play isn't prone to stalling unless you are unaccustomed to it and more comfortable with the mode the TTRPG Industry promotes (namely pre-made purchased Adventures), and feel there is supposed to always be a path that you as the GM create. It's like someone who changes to vegetarianism, they have a hard time feeling like dinner was worthwhile without that animal protein entrée. They have to see dinner differently. Once the players create the path, then you provide more of the details.
Sandbox is inherently better to me than railroad because it makes the world more worth exploring. I think a hybrid is also good: Theme Park contained by a Sand Box (in which the sandbox world is alive but has some pre-made mini content nodes).