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Free move - no danger, no rules enforced for movement or number of actions
Loose - some danger (or time-sensitive intrigue!), loose turns are followed and players are expected to only perform a short series of actions before letting another player/group of players act, but initiative isn't rolled yet
Combat time - high danger, full combat rules enforced
Sometimes there will even be a stage between 2 and 3 where initiative is rolled, but things haven't *quite* broken into outright combat, but such a "guns drawn" occurrence is rare. What you should take away from this, is that it works well to treat player freedom as a slider rather than a switch, and then use the appropriate "level" of freedom for the situation at hand. I'm not familiar with the situation in question, but adopting some level of "exploration time" should help you keep things organized without completely restricting your players.