Sandbox Dungeon Master’s Toolkit: Nudges and Libertarian Paternalism at The Mule Abides:
A successful sandbox game has to balance extremes. Too much restriction and you get the Straight Line Dungeon where player choices barely matter. Too much freedom and you get the Hall of 10,000 Identical Doorways where the players have no basis for choosing one over another. When you mention that one doorway has a trail of bloody footprints leading through it, as a DM you’re using a nudge to help players navigate between these extremes.
A great post on how to drop hints in sandboxes without resorting to “here’s what your adventure is this session” hooks.
Good stuff. Know-what-I-mean? Know-what-I-mean?