Jul 10, 2020 8:48 pm
emsquared says:
Yea, and I will take the blame for this one. Watching Bob run his game, prompting players is something I'm aware that I need to do better at. But at the same time... like - let me preface this by saying that I think a lot of the OSR thing is B.S. and is just a marketing ploy but... - I have this old school streak in me that every time I think to myself, "Should I point out this option to them...?", I have this other voice that says "Don't do it!"emsquared says:
Also, with the way I plan adventures, I rarely envision specific paths start to finish through a scenario.I'll take a super-obvious trope: slavers took someone!
Twist it once: maybe one of the victims was associated with them?
Twist it twice: maybe they actually shelter other slaves?!
Set that concept in the game world. And just sit back and see how it unwinds.
Like, yea, I'll create a map with a couple physical weak spots, for if you decide to physically infiltrate. I'll throw in a couple NPCs as social weak spots, if you decide to socially infiltrate. And... everything else just kind of emerges in play.
So I often don't know how it all fits together until we begin play, and so I don't see some possibilities until we're in the middle of it, and I'm like "Ohhh, do they see that? Let's find out..." And then if you don't, like the moment has passed and I'm like, crap.
Probably not a super helpful way to GM ๐
I know we've talked about my open-worldy approach, and how it doesn't work too well for pbp. If we press on, I'll probably need to re-write... or, just write, I guess... a more concrete notion of what the game looks like afterward.
But I also just don't like planning ๐
Where I think we're flailing here is due to both our timidity as players (not wanting to put others at risk, leading to stalemate), and the lack of threads to pull in the search for the kids. Like, maybe beating the pirates up in the cantina would have yielded a key card or a datapad, like you suggest. But we decided to try to play nice with them, so we missed those clues. But maybe one of them could have made an offhand comment about us being just like the last bunch of outsiders to come through. Or the bartender could have mentioned that Lor-Id has the same lekku as a guy who... Then he clams up and we have to figure out how to get the info out of him.
I'm just spitballing here. But part of the improvisation we do as GMs is to think of how to relocate clues when PCs don't go looking where we think they'll look.
I'm no expert on all this, mind you. I'm just spouting some philosophy I've learned from the aforementioned Lazy Dungeon Master and by talking to lots of Call of Cthulhu players. :)