Glam Rock, Part 9 (Patreon)
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And that's a wrap for Glam Rock! In reality, this game did not take very long, and the players even noted how short it was compared to the usual. That's because without a lot of guidance on how to act politically and without a ton of agency from the players, the main thing they had on their plates was to wait for events to transpire. In the real game, Padre pretty much won it all, and I think it was actually the players who may have made the fateful phone call because it was the last thing they still had control over. Additionally, the situation seemed a lot more desperate because the conflict was allowed to spiral into actual barricades being built and guns being pointed down opposite ends of the hall.
In any sandbox game, the most challenging thing any group of players can choose to do, for the GM, is nothing. That's because a sandbox has as many pieces as possible moving however they will, and without outside intervention, they'll collide in whatever way you as the GM imagined. If the result you imagine is "the end of the world", and if the players wait around too long for a benevolent "quest giver" to tell them precisely what to do, the world ends before that quest giver appears.