Improving Your Storytelling – Provide Choices
So often when you’re setting up a plotline or campaign as a GM we often lose sight of the fact that it is the players that need to get the most out of it, not the GM. I’m as guilty as the next when it comes to planning a plotline down to the last detail and then “steer” the players into it.
Trust me, it leads to players becoming bored, less that interested and may even lead some to find reasons not to play.
So you need to find a way to give the players choices in what they do while at the same time still have enough control to have them accomplish what it is you want/need them to. Believe it or not it’s not as tricky as you may think, provided you plan a bit upfront.
Take for example the classic dungeon crawl. In most setups the creatures are prearranged and if the party moves through the complex in the correct sequence you’re all set but if they deviate you’re up the creek. They may not find something they need for later or may not be able to get out of the level they are on.
So how can we change this to fit our needs as GM and still give the players a choice?
Use a flow-chart instead of a script.
Instead of laying out out your complex and placing each encounter, put your encounters on a flowchart and simply have the players encounter them in the sequence you want – forget where the encounters take place, concentrate on the actual encounter. Now the players are in the driver’s seat as to where they are going but you’re changing the landscape around them to fit the need of the story.
Feel free to post your ideas on giving players more choice, I’m sure everyone would benefit.
May your dice roll well.
Could you provide an example? I’m guilty of the “steering” game to some extent. I tell the PCs “You can go wherever you like, except I don’t have stuff prepared for every location open to you.”
Any tips?