Tabletop, or pen-and-paper, roleplaying games provide
something most games do not – an unparalleled level of freedom for players to
take control of their characters and go where they want. This is one of the
medium’s strengths, allowing players to influence the direction of the game’s
story on the fly, without being restricted to a linear path or multiple choice
decisions. Some video games try to create a semblance of this, but they can
only ever go so far with the idea before they run into the limitations of a
preprogrammed world.
As a GM, I try to give players as much freedom as possible
in my campaigns. But the truth is that, at least for most games, some degree of
preparation is required to run a good game. So what do you do when your players
decide to take their freedom and run amok wherever they choose – going
anywhere, except where you intended for them to go?
The first suggestion I would give is this: Just go with it.
Seriously, your players probably know better what they want out of the game
right now than you do. Also, the ideas of four or five other people combined
are probably going to be better than what you had planned at least three
quarters of the time. Be ready to improvise, and just let the story go where it
may. Aside from that advice, if you really need some specific techniques to
help you improvise or cope with having your plans derailed, read on as I
consider briefly four such techniques.
Time out is only for when you’re really caught off guard and
just totally stumped by what your players have decided that they want to do.
There is nothing wrong with admitting that you’re stumped. Ask your players for
five minutes to pull things together. They can talk quietly or enjoy snacks
away from the gaming space while you review your notes, brainstorm, and get
your bearings again. Try not to make this break more than five-to-ten minutes,
or the game will lose any momentum it had. If your players have really put you
in a tough spot, this call for time out may make them realize this, and they
might offer to retract their stated plan for the sake of keeping the story
moving. If not, you may find some of these other techniques helpful in getting
on with the show.
In video games, the area where players are meant to explore
is sometimes cordoned off with invisible walls. In other words, there is some
place, like a hill top, where you know your character should technically be
able to reach, but when trying to get there you hit an invisible wall and can
go no further. Using this method in a tabletop RPG requires more subtlety, but
it can still be pretty obvious. It’s generally not the preferred method. For an
example, if your players are going off the path you expected them to follow,
perhaps they could be ambushed by some enemies that are much stronger than
them. These enemies deter them from continuing down this wayward path. Perhaps they
could even get captured and dumped right back in the middle of your plot.
Another option is to allow them to go a short distance down
their new path, only to find that it doubles back and meets up with the main
road again. Perhaps your players become interested in pursuing some minor
enemies – such as a gang of bandits that attacked them on the road. These
bandits weren’t supposed to be important. The heroes fighting them off was just
an excuse for your quest-giver NPC to witness them in action and
then higher them to pursue the story’s real villain. But now, for whatever reason,
the players are intent on ridding the local area of these dangerous outlaws.
OK, let them take that path. Within a session or two, let them find the bandits
hideout, duel with the bandit leader, and take care of the problem. As they
search the bandit hideout, they find a letter from your real villain,
indicating that he had hired the bandits to capture or kill the quest-giver
NPC. Now, your players might be more interested in tracking that guy down and
listening to what he had to tell them.
In Hollywood
they often use green screens instead of filming on location. (When I was a kid
these were blue screens. I don’t know why the change.) The idea is that you can
film the actors in front of these blank screens, and then use computer effects
later to place them wherever you want them to be. In this case, location isn’t
too important, just who is there and what they’re doing. You can design
encounters like this in your campaign. Don’t put too much importance on where
the encounter takes place, just think about who will be there and how they will
interact. For example, your players are supposed to storm the villain’s base
and fight him in his throne room, but instead they devise a clever plan to lure
him out into the open. Let their plan work. Change the setting for the
encounter. The action will remain roughly the same, but you can reward your
players for their forethought and creativity.
Do you have any thoughts on what to do when your players
behave unpredictably in an RPG? I’d love to read your thoughts in the comments.
I think you covered about every option except: 'PANIC!' or 'Rule Them With an Iron Fist.' ^_^
ReplyDeleteYeah, I tried to avoid the extremes because they're generally not too helpful. "Rule Them With an Iron Fist" makes me want to see Darth Vader as a GM, though. He he. ^_^
DeleteThis brings back memories. I apologize to a previous GM of mine. ;)
ReplyDelete-T.C.
Ha ha! We all make that mistake at one time or another. I should write an article for GMs on what to do when a player starts asking a million questions. ^_^
Delete