Quote Originally Posted by Segev View Post
This seems like almost the opposite problem that is described in the opening post, though. One of the reported issues was that the players felt that, because they could tackle anything in any order and the world would wait for them to get around to it, they "had" to "do everything," and thus were slogging through busywork side quests to the point that they just wanted to get the game over with. Or were overpowered for the last fight or something? I wasn't clear on what the problem was. But the fact that they could do everything meant they "had" to, and this was a problem.
Not quite. The problem was that I had given them too many hooks, but this was compounded by my mistake in removing time pressure. By doing so, I removed a key prioritization metric, and that made their decisions feel inconsequential. Samayu's feedback is superb in party because of their viewpoint: we've seen plenty of DM advice, but the player's side is crucial for DM's to understand.