And while you don't want to impose your will on the table as a Game Master, sometimes you have to facilitate swifter decision making, and you have to support your players. Which is why I'd suggest taking the following tips to heart!
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All right, so, let's work on a combined vision, shall we? |
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The 3 Choices Method
Too often we end up with either a completely scripted plot that the Game Master wants the players to follow, or the Game Master spreads the world out at the players' feet and waits for them to choose the direction they want to head off in. This puts the onus entirely on the Game Master, or on the players, when the game should be a collaboration between both sides of the screen.
Which is why I recommend what I call the 3 Choices Method.
This inspiration partially came from my 3 Solutions Strategy which I recommend for the World and Chronicles of Darkness. That strategy, for those who didn't watch the video, boils down to making sure there's a Physical, Social, and Mental way to solve most situations that players are faced with. The idea is that everyone at the table should have something they can do to help advance the plot with the options in front of them.
The 3 Choices Method is meant to provide enough options that players feel like they have real choices, but to stop them from overanalyzing and second guessing themselves as they're overwhelmed by being able to choose anything.
For example, you know what game system you want to run, and the table is all in agreement. You know what world you want to run your campaign in. But where in the setting should you explore? While you could leave this decision up to the players to figure out, it's often faster to provide 3 choices for the players to pick from. Those choices should be different enough that the distinction feels meaningful, but they should all be options that you are willing to follow through with as the Game Master. The same is true when it comes to the genre of plot you offer your players (say a Dungeon Crawl, Political Intrigue, or Kingdom Building plot); they should be distinct enough to be different, but you need to be willing to follow through on whatever the table picks.
This isn't just for the foundational stages of making your new campaign, either; it can be used for major decisions throughout the game as well. For example, if there are large organizations or patrons vying for the characters' services, it's a good idea to give your players 3 viable options to choose from. This makes it feel like they have more than just a binary choice, but it stops them from being paralyzed by too many paths to pick from. If they finish one arc of a campaign, and they're deciding where to go next, providing 3 choices can cut down on deliberation so that decisions can be made relatively quickly. Even if you're snatching rumors and plot hooks out of a supplement like 100 Ads and Announcements To Find on a Village Noticeboard, giving 3 to follow up on gives your players choices, without giving them room to spiral.
Now, the key here is to think of this method in terms of a road trip. There are several different routes that will get your party to their destination... but you're letting them choose the forks in the road. They choose where they're going, who's going to sit where, and who's going to be in charge of what responsibilities, but after that they can only exercise their choices when there's a turn to be made. If you got on the freeway, you need to see that choice through until to find a turnoff to a different path if you want to change. If you opted for the back roads, you've got to keep following them until you intersect with a highway, and you can make a choice to take an alternate route. And so on, and so forth.
There are many roads in your campaign, and your players should have a lot of say in which route they take to get where they're going, and how they deal with the hazards or threats in their way. This takes a little more prep on your part as a Storyteller, but it can be really worth it in the end!
Lastly, don't forget to check out some of my other advice in my Electrum bestseller 100 Tips And Tricks For Being a Better Game Master, as well as the Silver-selling sequel 100 Tips And Tricks For Being a Better RPG Player... both of them are jammed full of all kinds of things that will make your games go more smoothly from both ends of the screen!
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