case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2019-04-20 03:34 pm

[ SECRET POST #4488 ]


⌈ Secret Post #4488 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

Secrets Left to Post: 02 pages, 42 secrets from Secret Submission Post #643.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

Re: Question thread

(Anonymous) 2019-04-21 04:51 am (UTC)(link)
You don't have a different definition of railroading, you said "I forced the story along since none of the players were doing shit", and we took that at face value.

As for how to deal with that sort of situation in the future, if your players aren't biting at the NPC interactions and aren't riffing off each other for a social scene and aren't looking for clues, either put the murder* earlier than you'd intended, or if the murder has to occur at a specific time, give your players one last chance to engage ("okay, anywhere else you want to explore/anyone else you want to talk to" can cover a lot of ground) and skip ahead to the action. Don't marry yourself to a specific sequence or approach - that is a form of railroading, if a much softer one than "you have no choice but to storm the castle", and will just frustrate you and your players both. Flexibility is probably the most important trait for a GM, and sometimes that means throwing half your planned encounters out the window because no one's biting and you don't want them to sit around with their thumbs up their butts for the whole session.

If you want them to have some piece of information - there are secret doors, the stars are wrong, the butler isn't breathing, whatever - contrive of a way to give it to them if they don't happen to look for the right thing. Passive perception scores are an absolute godsend, in my experience, because it means you can nudge your players into realizing something's up, which might prompt them to speak with those NPCs in more depth or explore their surroundings more thoroughly after all. Or it might not, and you'll have to skip ahead anyway. Players are weird.

(Players are also weird in the opposite direction. I've wound up inventing a new villain wholecloth before because my players have fixated on Random Flavor NPC A for reasons I could not fathom and would not be budged.)

*substitute "murder" for any other "next step in the plot" as necessary