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How should a GM handle refused plots
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<blockquote data-quote="Quickleaf" data-source="post: 7096005" data-attributes="member: 20323"><p>This happens to all of us. You're far from alone. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Like most of my thinking about games, this sort of stuff really depends on the group. I'm assuming you're talking about a home game with a steady single GM, for example. Whereas if you were running an Adventurer's League game at a store, my advice might be different.</p><p></p><p></p><p></p><p>OK. The situation has happened already. That's your premise. </p><p></p><p>In that case, I'd maintain as upright and positive a mindset as possible, roll with whatever crazy scheme the players do come up with, and improvise. I'd also avoid thinking in terms of "the players don't appreciate my work" because that's probably false. At a suitable break point, such as ordering in dinner or ending the evening, I'd openly ask: <em>"Hey, so I totally thought you all would go after Plot Hook X, but instead you went in a completely different direction. I wasn't expecting that! And honestly I was so excited to share what I'd prepped for tonight's game. What led you to make the decisions you did? Let's talk about it a little? Maybe I'll need to jettison my work, but maybe talking it out, I can figure out what I can salvageable or repurpose."</em></p><p></p><p></p><p></p><p>I hesitate to answer this question, because your language (e.g. "retrievable") makes it sound like the players are being disruptive. This is why a more specific example from actual play would be helpful, rather than speaking in the theoretical. Here's my theory in a nutshell: Of course we're going to compromise, D&D is a group game with the DM creating half the story, and the players creating the other half of the story.</p><p></p><p>My cautionary advice would be that if you start to notice yourself as GM feeling resentment for preparations you made that you don't see being utilized in the session (because the players choose a different direction), maybe with your group you need to prepare less and embrace a more improvisational style of GMing? Alternatively, maybe you can shift your perspective to the long-term and trust that your prepped material will see use SOMEWHERE and SOMETIME during your campaign?</p><p></p><p></p><p></p><p>Impossible to answer without specific context. </p><p></p><p>IME, "forcing the players" is always always always a bad stance for a GM to adopt, and will lead to unpleasant outcomes. Now, "manipulating the players" is entirely different (e.g. reskinning/repurposing), but it needs to be done artfully. As for "consequences of PC actions", there should always be consequences – and the GM should be mindful that they follow the narrative logic and are not punitive or retaliatory (and when in doubt about his or her own motives, the GM shouldn't yet implement those consequences).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7096005, member: 20323"] This happens to all of us. You're far from alone. :) Like most of my thinking about games, this sort of stuff really depends on the group. I'm assuming you're talking about a home game with a steady single GM, for example. Whereas if you were running an Adventurer's League game at a store, my advice might be different. OK. The situation has happened already. That's your premise. In that case, I'd maintain as upright and positive a mindset as possible, roll with whatever crazy scheme the players do come up with, and improvise. I'd also avoid thinking in terms of "the players don't appreciate my work" because that's probably false. At a suitable break point, such as ordering in dinner or ending the evening, I'd openly ask: [I]"Hey, so I totally thought you all would go after Plot Hook X, but instead you went in a completely different direction. I wasn't expecting that! And honestly I was so excited to share what I'd prepped for tonight's game. What led you to make the decisions you did? Let's talk about it a little? Maybe I'll need to jettison my work, but maybe talking it out, I can figure out what I can salvageable or repurpose."[/I] I hesitate to answer this question, because your language (e.g. "retrievable") makes it sound like the players are being disruptive. This is why a more specific example from actual play would be helpful, rather than speaking in the theoretical. Here's my theory in a nutshell: Of course we're going to compromise, D&D is a group game with the DM creating half the story, and the players creating the other half of the story. My cautionary advice would be that if you start to notice yourself as GM feeling resentment for preparations you made that you don't see being utilized in the session (because the players choose a different direction), maybe with your group you need to prepare less and embrace a more improvisational style of GMing? Alternatively, maybe you can shift your perspective to the long-term and trust that your prepped material will see use SOMEWHERE and SOMETIME during your campaign? Impossible to answer without specific context. IME, "forcing the players" is always always always a bad stance for a GM to adopt, and will lead to unpleasant outcomes. Now, "manipulating the players" is entirely different (e.g. reskinning/repurposing), but it needs to be done artfully. As for "consequences of PC actions", there should always be consequences – and the GM should be mindful that they follow the narrative logic and are not punitive or retaliatory (and when in doubt about his or her own motives, the GM shouldn't yet implement those consequences). [/QUOTE]
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