RPGaDay 2020 Day 21 – “Push” #RPGADAY2020

Today’s prompt is “Push”

Every now and then, your players may need a push to get the game back on track.  Whether it’s due to the players having gone way off on some obscure tangent, the GMs clues being too vague or not enough legwork being done, some times, the players can find themselves lost without a real idea of where to go.  It can be tempting in these moments to just hand the players something obvious to get them back on track.

Depending on just how off-track they are, you may have little choice, but (especially if the GM is at the crux of it… which we often are) there are times when it may required to hold their hands and guide them back.  If this becomes necessary, try to cloak your deus ex machina in something that at makes sense within the context of the game.  A convenient piece of intel coming to a contact, the Villain of a story sending out a hit squad to remove the meddlesome Heroes, who can prove to be a source of information after being defeated… when your team is missing a vital piece of information, providing a more in-your-face means of collecting that information can quickly right the ship.

Knowing your players can help with this… if you know that those subtle sigils carved on the altar are going to get overlooked by your band of barbarians, then it’s not an effective means of storytelling.  Cater the information you aim to pass on to your players.  If you have bonus information that could lead to optional side quests, or give the group a real advantage, those should be buried a little deeper… an extra reward for their diligence.  But never obscure the main plot more than your team is likely to follow through on.  It will just make your role as a GM that much harder, no matter how clever the cipher you’re using…

~ by 1nsomniac on August 21, 2020.

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