Paul Farquhar
Legend
semi-linear line
semi-linear line
Sorry, but what?You need to stop offering options after they pick one. Collapse into a semi-linear line then open back up into choices for that plot hook.
That advice was written under the assumption that the players were struggling with being self-motivated, such as it were. If you have players that are struggling with being self-directed, having a rumor pan out as nothing is pretty much the worst thing you can possibly do, because by doing so you're anti-reinforcing the behavior that you're trying to reinforce. Later, once they're better at being self-directed, it's okay to sprinkle in the occasional dud as long as you don't overdo it. It has since been explained that this wasn't actually the issue though.So what do you do with false rumors to make sure they aren't "duds"?
That's a lot trickier to crack.Thanks for the advice everyone. But I think I didn't communicate the problem that well.
I run open-world sandbox games. So dropping rumors/hooks/jobs into the PCs' laps and letting them pick isn't the problem. Getting them to pick one also isn't really the problem. It's what comes next.
The players take up the rumor/hook/job and ask a few initial questions, I provide the answers, point them clearly to some next possible steps, then they largely seem to just falter and stop dead. The fact that they have options seems to confuse them. That there isn't one blinking neon sign pointing to an obvious right choice puts them into analysis paralysis. They're looking for the rails when there aren't any, and the fact that they can't find them causes them to freeze.
I had one group talk themselves into a dead end they'd decided was the only possible option and when I communicated to them that nothing was happening in the location, instead of rethinking or adjusting at all, they literally just sat down and waited for the plot to come to them. At a later point the same group decided they wanted to talk to an NPC. When I told them the NPC was out of town and wouldn't be back for a day or two, they decided to just hold up in the inn where he was staying and waited. Legit refused to do anything else both times. There were other hooks, other rumors, other NPCs or locations they could visit or investigate, other angles they could check out for the same rumor/hook/job...but they noped out.
Now, while I recognize the "hurry up and wait" group is uniquely bad, a lot of other groups I've run for still get caught up in the analysis paralysis I talk about in the third paragraph. I'm a fan of the Alexandrian blog, so I pepper redundant clues throughout, with multiple clues pointing to the same conclusion. I've also run CoC for decades, so the mystery element isn't a problem. I know better than to lock things behind one roll or check. I know better than to use red herrings. I don't devise overly complicated stuff. I love Return of the Lazy Dungeon Master, so I'm fine with moving clues to wherever the PCs are. I'm also far more of an improv referee so I have no problem just following the PCs wherever they go.
The trouble is, after a few choices...they just freeze. They're looking for the tracks and the fact that they can't find them stops them dead. I've been running and playing RPGs almost 40 years now and, in my experience, this is a uniquely 5E player thing. I've never had this issue with any other game or any other edition of D&D. It literally never happened until running 5E.
How do you get your players to start taking notes???
I think it is because traditionally, role-playing game scenarios are designed to be a little rail-roady. It's generally get hired, go to the location, explore/do the job, come home and get paid. In a nutshell. Same with campaigns. My experience has been that when you go the sand box approach players get lost and disorientated.They're looking for the rails when there aren't any, and the fact that they can't find them causes them to freeze.
In my games, I replace the standard "backstory" with an index card for every PC; the player gets to write down their name, race/gender/(sub)class/background/theme/kit/omgwtfbbq, and then six facts that would have come from their "backstory" that they want me to use. Every player is privy to every other player's index card. Up that amount to eight or ten and let them include character abilities or tactics they want you to focus on. I think I might start doing that now.One thing I still struggle with after all of these years is finding a concise but effective way to note the PC abilities. I believe that in an ongoing campaign, the DM should at least no and sometimes even cater to the mechanics of the PCs -- because those mechanics, the things the players chose, tells you as DM a lot about what they are looking for in play.
Google Docs is free and you can control who can see your documents and who can edit them. Otherwise... you can host a website with wiki software for like $15 a month. (I recommend DreamHost.) That's less than you're spending on pizza.A question I’ve been mulling… When you’ve got a lot of house rules (like me), what have you found is the best way to disseminate that info to your players? This is assuming players are bought in / that conversation has been held. Do you let it be a slow build of knowledge, pointing out house rules as they come up? Do you assemble a document and if so, do you go over it together at beginning or do you expect players to read it on their own? Do you find a wiki is effective or players don’t even check? Do you redo char sheets with house rules embedded? What works for you insofar as communicating lots of house rules with your players?
When your creativity is falling short, how do you create the bones of an interesting session when prepping?
Make up as many NPCs as you need-- use the PC creation rules-- and play them through some scenarios using the rules you need to use. Mock combats, hacking runs, dreamquests... whatever fans of your chosen game consider the hardest part.I may have even asked this here on ENW before - how do you onboard a new rules set into your brain so that the experience for the players is pretty ok?
(not perfect, but pretty ok)
My policy is to make a ruling in a minute or two that goes for the rest of the session, and we take a few minutes after the session to talk about it... and we start the next session by discussing a permanent ruling. Keep the game running, then take the time afterwards to come up with a better, more binding solution.The only problem with that for me is that if the ruling you make on the fly doesn't set a binding precedent, or can be overturned later, you risk invalidating play that took place after the later-changed ruling. And you open the door to later arguments.
Since I am really bad at continuity and really bad at taking notes, I ask my players to email me their session notes before every session for some kind of in-game bonus-- XP in D&D. I'll use those to write my recaps, and to shore up my own inconsistent memory.How do you get your players to start taking notes???
tldr; The river splits, then it reconvenes. If its splitting all the time, decision paralysis sits in.Sorry, but what?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.