Tuesday, April 12, 2016
Full Speed Ahead! Committing to a Course of Action
It takes a lot of words to win an argument, but only one punch to start a fight.
I say this because I have seen many attempts to deal with situations diplomatically in RPGs that have resulted in combat anyway because of that one hot-headed instigator. If somebody panics or decides to change the plan, things can go sideways pretty quickly. And not always in a good, dramatically appropriate way. I'm talking about chaotic hour-long derailments that slow things to a crawl.
There's only so much a DM can do to prevent this while still keeping the game fairly balanced and challenging. The problem at its heart is not that the challenges are too difficult, but that players often have a tendency to fluctuate between plans and approaches to the encounters they face. They spread their resources too thin, or try to hedge their bets between two separate strategies simultaneously.
That's why one of my number one pieces of advice for players is to commit to one plan at a time. Each player may use their own methods and adapt to the situation as it evolves, but they should all be on the same page as to their overall goal. If they have decided to sneak into the bank vault in disguise, then you don't want to turn it into a breaking and entering heist unless you absolutely have to. If, like I mentioned before, you are attempting delicate negotiations... don't enter the room with weapons drawn. If the party chooses one approach at a time, the game will run smoother and you will have time for more fun stuff than if it becomes a chaotic mish-mash of ideas.
Is there a time and place for players going renegade or changing up plans on the fly? Sure! But not during every single encounter. If each player in the party is working towards a different goal, the encounter will naturally become more difficult than if they were working together. If this happens on a regular basis it can be a real slog to get through. A change of plans is best when it is based on new information, or as a last ditch effort.
Similarly, when the team decides on a course of action, it should be decisive. I abhor moments in which players try to avoid tough choices or dangerous situations. If there are two ancient factions vying for your loyalty, denying them both gets you nothing. If there is an ancient treasure on the other side of the trap, negotiating for hours about who will risk it will be tedious. It is far more interesting to accept the consequences of a perilous choice and see where the story takes you than it is to try to play it safe and do nothing. Players should feel comfortable in making a decision and committing to it, seeing it out until circumstances dictate a clear reason for them to change. I strongly recommend to my players that active, decisive role playing will result in the best adventures and entertainment in general. The goal is fun, after all, and what is more fun than facing risks with steely determination?
Happy ventures!
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