Wicht
Hero
Last night, I was DMing and my players hit a rut. They had a magical gem and were torn about what to do about it. They argued for over 45 minutes. I had a guy (and his quasit) waiting to attack them if they just went a little further down one single tunnel but they just had their characters stand in the same place arguing. It was not a good place for wandering monsters (which I rarely use anyway) and I was puzzled as to how to get them to make a concrete decision without dropping hints.
At one point they even had their characters pray about what to do but I felt having a direct revelation just to get them to make up their minds was poor story-wise so I left the answer to feelings. Result: they spent another 15 minutes argueing and discussing.
Finally they decided to put the gem back and i decided the invisible enemy was near enough to try and stop them. Tactically it was probably a bad choice but I felt I needed to get something happening so that they did not put it back and then argue another 30 minutes over whether that was the right thing to do.
My question - how do you get your players to act and not talk when they hit this sort of rut?
At one point they even had their characters pray about what to do but I felt having a direct revelation just to get them to make up their minds was poor story-wise so I left the answer to feelings. Result: they spent another 15 minutes argueing and discussing.
Finally they decided to put the gem back and i decided the invisible enemy was near enough to try and stop them. Tactically it was probably a bad choice but I felt I needed to get something happening so that they did not put it back and then argue another 30 minutes over whether that was the right thing to do.
My question - how do you get your players to act and not talk when they hit this sort of rut?