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<blockquote data-quote="AlViking" data-source="post: 9643774" data-attributes="member: 6906980"><p>One thing I do with my campaigns is when the players have achieved whatever immediate goals they have, or if they're close and it's the end of a session, I'll have a list of options of what they want to do next and let them know they can do something else completely. I'll recap a bit here and there, remind them of rumors. It won't ever be a case of them not knowing what to do next because I'll remind them of what's going on and the open options and I always have the "Whatever you want to do" option as one of them. Occasionally we'll just review where we are in the game and talk about if we want a change of pace.</p><p></p><p>The direction of the game, the choices the players make both during a session and when deciding what to do next is always up to them. But I always make clear the obvious paths, remind them of what their characters know. If people are waffling I'll sometimes set up a ranked poll they can answer when they've had time to think about it.</p><p></p><p>So in my games there should never be an issue of the players not knowing what to do next. They have clear options and if a player wants to do something different they can always raise it as an option to the rest of the group.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9643774, member: 6906980"] One thing I do with my campaigns is when the players have achieved whatever immediate goals they have, or if they're close and it's the end of a session, I'll have a list of options of what they want to do next and let them know they can do something else completely. I'll recap a bit here and there, remind them of rumors. It won't ever be a case of them not knowing what to do next because I'll remind them of what's going on and the open options and I always have the "Whatever you want to do" option as one of them. Occasionally we'll just review where we are in the game and talk about if we want a change of pace. The direction of the game, the choices the players make both during a session and when deciding what to do next is always up to them. But I always make clear the obvious paths, remind them of what their characters know. If people are waffling I'll sometimes set up a ranked poll they can answer when they've had time to think about it. So in my games there should never be an issue of the players not knowing what to do next. They have clear options and if a player wants to do something different they can always raise it as an option to the rest of the group. [/QUOTE]
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