When you are running a game, there is a balance to be maintained between who leads the action. Sometimes it is the DM, but sometimes it is the player who initiates a direction for the adventure. In the cases of DM-guided storytelling, an NPC might direct the players down a certain path, or an event might occur that suggests a need for immediate action. But when players guide the action, it involves their own characters making choices that will develop into new avenues of adventure.
A good campaign requires a sharing of this responsibility. The DM could keep throwing plot developments and events at the players all day, but eventually she will get tired of carrying the burden of the adventure alone. If the players are passively waiting for the DM to tell them where to go or what to do, the game-runner can get fatigued and discouraged. It might also suggest that the players feel confused or shy about taking a proactive role in directing the course of the game. Make sure they understand that your role is not dictatorial, but that they have the ability to make their own choices related to their character and actions.
There's a flip side to this as well: If you are not contributing enough material as a DM, your players will focus on creating their own entertainment. This can manifest as far-out or outrageous actions, flights of fancy and digressions. If your players start instigating conflicts or following red herrings of their own design, it often means that they are not engaging with the adventure as you have presented it. You need to find out what your players want from the game and present some adventuring options that would entertain them more than their own hijinks.
As I said before, balance is the key. Make it clear that the players can take an active role in their quest, but keep presenting interesting content that fills their characters' lives with compelling adventure.
When the DM is driving the action, a dragon attacks the town and its citizens cry for help. When the player drives the action, your paladin decides to travel to the town square and preach the word of their chosen diety. Either of these scenarios could lead to a compelling scene or adventure hook. It's best to have a mixture of both types in your adventures. Not only does it encourage cooperation between players and DM, it also provides a more diverse fount of creativity that flows from your entire gaming group.
Keep this in mind when you are running a game. Present adventures that your players can engage with and encourage your group to take an active role in their characters' destinies!
Happy ventures!
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