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When Players Are Indecisive
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<blockquote data-quote="Mort" data-source="post: 9080512" data-attributes="member: 762"><p>It depends:</p><p></p><p>If this is a continuing game (be it weekly, monthly, whatever) and, especially, if the players are enjoying the pace? Then periods, even long periods, of relative inaction and quiet are just fine. The players are getting to know the world, absorbing the ambiance, interacting with each other etc. </p><p></p><p>If it's a one shot (especially something like a timed convention game) or an otherwise very limited time commitment? Then the GM absolutely needs mechanisms in the adventure to push the action and ensure the players get the most out of the setting and the adventure. Best for the adventure to have some way for the plot to come to the PCs (as [USER=7031770]@Ondath[/USER] said for a man with a gun to come in shooting...).</p></blockquote><p></p>
[QUOTE="Mort, post: 9080512, member: 762"] It depends: If this is a continuing game (be it weekly, monthly, whatever) and, especially, if the players are enjoying the pace? Then periods, even long periods, of relative inaction and quiet are just fine. The players are getting to know the world, absorbing the ambiance, interacting with each other etc. If it's a one shot (especially something like a timed convention game) or an otherwise very limited time commitment? Then the GM absolutely needs mechanisms in the adventure to push the action and ensure the players get the most out of the setting and the adventure. Best for the adventure to have some way for the plot to come to the PCs (as [USER=7031770]@Ondath[/USER] said for a man with a gun to come in shooting...). [/QUOTE]
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