This game is about the multiverse. Literally anything can happen in it. At the same time the opposite is true. This game is about a fixed reality that is objectivly the most imortant thing out there, non plus ultra. Existentionalism abounds. So when GMing this game is it possible to overdo it? I mean give too many threads, too many hooks, too many balls in the air making everybody at the table hang on desparatly to the main plot like a man hanging on from a ledge about to fall into an Abyss?
My game has new players to Amber and im an inexperienced GM. The players said they want to experience some Shadows in the vein of other RPGs or some better known properties. This is no problem for me, i have stuff planned since session one for this eventuality. The thing is, i dont think they know they are allowed to just do it, forget the main plot and just ride into the sunset. Im not sure if im doing it wrong.