One of my RPG groups is currently struggling to solve several time loops and their various disasters. I love time loops (see my thoughts on Palm Springs). But at the end of our last run some of my players asked: “Are we actually getting anywhere? Because I don’t want to keep doing this if we’re not making any progress.” And that showed me that I needed to open up a little more, because, well…
Yet another post inspired by Chuck Wendig’s weekly challenges. I took the “three-sentence challenge” and decided to push it a little bit; I have used five sentences from those provided, and included a modified version of a sixth. I’ll include a list of the sentences I used at the end of the post. Until then, enjoy!
In my article on how I run a game, I mentioned that there are specific genres in which I’ll sometimes accept predetermined outcomes. I’ve most often experienced this in horror games, where both the players and the PCs know that there will be certain terrible things that happen, regardless of the actions taken by the PCs. But why does this work? How could any player enjoy knowing that their terrible doom approaches?
I have often focused too narrowly on what will happen when the players follow the trails that I have laid out for them. But what do you do when the players don’t want to play with any of the plot you’ve got prepared for them? And what happens with the problems that they’re ignoring?
Much like with Jason’s article, this is not meant to be an exhaustive discussion of how to run a game. It also isn’t meant to be prescriptive. Like it says on the tin, I want to share with you how I go about running games these days. Curious about success through brainstorming and improvisation? Keep reading.