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<blockquote data-quote="5ekyu" data-source="post: 7499928" data-attributes="member: 6919838"><p>I have over time caught some flak for the approach i tend to take both in game, gaming and in life.</p><p></p><p>When something goes awry, a way i did not want, did not like etc... I ALWAYS start with "what could i have done differently to get to a better outcome? How was i responsible for that outcome and how could i do better?"</p><p></p><p>Obviously, not everything is my fault all the time... But to put it simply what I do is what i have the most control over and can change the most easily. So, those are the "ways to do better" i can actually act on the quickest.</p><p></p><p>So i always start there.</p><p></p><p>When GMing that often comes down to descriptions, dialog, setups and perceptions that make the "better" options more noticable and the "worse" options more obviously bad. </p><p></p><p>Maybe this is as easy as describing hostages in such a way as to make help/rescue seem more immediate a necessity than pursuing a fleeing enemy. Maybe its having a hostage blurting out last gasps "have to tell you..." or "trap..." to stop the rush to "rush in".</p><p></p><p>Obviously, should leave choices to Characters but gives them a beat or a note and an opportunity to realize and recognize other options are there on the buffet.</p><p></p><p>In fact, most of the times i have encountered "seeming inexplicable character actions or encounter results" i could on reflection find a few key points where a little difference in description or scenery could have resulted in more explicable or acceptable outcomes.</p><p></p><p>All the "change others" corrections are usually a lot more work and less productive.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7499928, member: 6919838"] I have over time caught some flak for the approach i tend to take both in game, gaming and in life. When something goes awry, a way i did not want, did not like etc... I ALWAYS start with "what could i have done differently to get to a better outcome? How was i responsible for that outcome and how could i do better?" Obviously, not everything is my fault all the time... But to put it simply what I do is what i have the most control over and can change the most easily. So, those are the "ways to do better" i can actually act on the quickest. So i always start there. When GMing that often comes down to descriptions, dialog, setups and perceptions that make the "better" options more noticable and the "worse" options more obviously bad. Maybe this is as easy as describing hostages in such a way as to make help/rescue seem more immediate a necessity than pursuing a fleeing enemy. Maybe its having a hostage blurting out last gasps "have to tell you..." or "trap..." to stop the rush to "rush in". Obviously, should leave choices to Characters but gives them a beat or a note and an opportunity to realize and recognize other options are there on the buffet. In fact, most of the times i have encountered "seeming inexplicable character actions or encounter results" i could on reflection find a few key points where a little difference in description or scenery could have resulted in more explicable or acceptable outcomes. All the "change others" corrections are usually a lot more work and less productive. [/QUOTE]
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