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Getting players to Move
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<blockquote data-quote="Wicht" data-source="post: 332050" data-attributes="member: 221"><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>My question - how do you get your players to act and not talk when they hit this sort of rut?</p></blockquote><p></p>
[QUOTE="Wicht, post: 332050, member: 221"] 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? [/QUOTE]
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