To modify this somewhat, figure out what's going on in the world. There will be some events that the players are highly unlikely to have an impact on, on down to events which depend entirely on the players. Making plans can be very useful, but don't be afraid to scrap them and improvise if the players do something completely unexpected. (In my group, we call this "Plan F-ing" the situation.) If they do so in a creative and intelligent manner, reward them. If they do so in a creative and boneheaded manner, "reward" them appropriately.To the DM, Get a general outline of what's happening, but never make concrete plans for more than five minutes ahead or you will get trapped into railroading your players.
This, oh god this! An addendum however. Don't whip out No just because you personally don't like something. Use it because what the Player is trying is impossible or will destroy everyone elses enjoyment of the game.Finally, "No" is your friend. Don't be afraid to deploy it liberally when players are trying to pull something.
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