I wouldn't normally list options. But I narrate situations which clearly have salient "points of contact".Letting them come up with ideas on what they are going to do, rather than listing options; I can always give them hints later, except I would like to see if they can think of something I haven't thought of.
I wouldn't normally list options. But I narrate situations which clearly have salient "points of contact".
I'm not sure what you've got in mind here.I would also bet that when deciding the points of contact, you know which ones the players are most likely to choose.
The "points of contact" are salilent, but the player responses are driven by the players, not me!
Yeah, it was kinda my first attempt at it and it looks like it will be the last. Seemed like a good idea at the time, but, wow, no. Not good.In general I am not really a fan of Tour de Realms play. It is difficult to make meaningful decisions if you are constantly getting a lay of the lands.
I'm not sure you realize just how conflicted this is.This is one of the reasons why many of us have taken to saying, at character generation - "Please make a character that is consistent with being part of a group of adventurers, doing adventurer-type stuff," or whatever the equivalent is for your table. This front loads the issues of player-agency. We are asking them to avoid a great many character types, yes. But once play begins, they have full agency, without tension.