Sooner or later your players will figure out how to derail your meticulously crafted plot. We’re here to help…
Whether you’re a player or a GM, we’ve all had that moment when the game just sort of jumps the tracks. You were on course a minute ago, there was a plot with adventure hooks that have been carefully laid out, and then BAM, next thing you know some random, insignificant detail wormed its way into your players’ psyches and now instead of figuring out who is plotting to assassinate the king, they want to help a random cabbage merchant make his business more profitable.
Today we’re going to talk about some quick tricks you can use to try and either get things back on track–or–to embrace the chaos. Whatever option you choose, this article will help make sure that choice is made on your terms.
We’ve all seen that deer-in-the-headlights look where the players decide to go off on a random tangent and the GM is sitting there, scrambling desperately for what happens next. One of the best things you can do to try and stop those moments is to have a backup plan in mind. Now, this can be something as elaborate as planning out a few specific encounters and sticking them on the backburner. You might have heard of Chandler’s Law, which states: when in doubt, have a man come in with a loaded gun. Which is where those backburnered encounters come in–you’re building your “man with the loaded gun.” Have a few assassin/rogue types who you can use as either mysterious assailants or maybe just a hungry monster that you can use without having to spend the next few minutes desperately putting together an encounter on the fly.
Don’t worry too much about it making sense. For the moment you’re just running this to try and give yourself a little time to figure out where the players are headed. And often times your players might enjoy trying to figure out why there were four Dire Wolves waiting in the Cabbage Merchant’s home. Which brings me to the next point…
Now that you’ve bought yourself a little breathing room, and given yourself a chance to run an encounter or two, it’s time to check in with your players. Hopefully these encounters have given them a few things to puzzle over. Maybe they’re wondering who the assassins are–or better still, they are convinced they know. “Oh, obviously these guys were sent by the Serpent-Lord Szagath.” At that point, all you have to do is let them be right, and you’ll have them basically putting themselves back on track.
Because whatever your players talk about is what they’re interested in. It may not exactly be what you had in mind, but they’ll tell you what they want to see more of. If they’ve latched onto a Cabbage Merchant, say, you’re getting the players to admit: “hey we like cabbage guy and want to see more of him.” So while they’re talking, you can work out how to flavor an encounter or role-playing scene with more of the thing they like.
This has the added bonus of showing your players that it’s okay to take the reins every now and then–and player engagement like that is a gift unto itself.
Another good option to keep in mind is to be like the Borg. They have adaptive shields that let them learn to defend against attacks. You too can have encounters that you can easily adapt to fit whatever the new situation is. Take a look at what you have planned. Now try and figure out other ways your players might come across the adversaries you’ve planned out.
There are a few good ways to adapt an encounter. First change the location of the encounter (if your goal was the players would go to a goblin lair and fight the shaman, but instead they went on a boat–hey guess what, attacked by goblin pirates is good). This way you don’t have to throw out a ton of what’s already been prepared.
Second, you could change the NPCs involved. If they’ve latched on to someone, make the next encounter be about them. Or maybe have them need something form what you have prepared already. Take that goblin lair example–the players have befriended Cabbage Merchant against all odds, and it turns out that Cabbage Guy needs something from the woods nearby the goblin lair. Or deep within it.
Finally you can try and figure out how your prepared material can be a barrier to what your characters want to do. If they want to help out Cabbage Merchant or go track down famous treasure, it can be easy to keep that impetus going–the “side character” can ask for help… or the strange rumors they heard about all lead back to the main adventure you prepped.
The question, “so what do you do?” is one of the most basic ways you get your player interacting with the world. You can also vary that question a little bit–ask instead “what are you trying to accomplish,” or something like that. Keep the focus on getting your players to state the results they’d like to see, and you’ll have all the ammunition you need to get them back on the plan–or at least to help you satisfy their curiosity enough to get back to saving the world or collecting the crystal shards or helping to run a cabbage-based trading consortium.
Anyway these are just a few tricks you can keep up your sleeve to try and be a little more flexible when your players decide to go off-roading in your campaign.
What are some of the ways you keep things on track in your game?
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