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3

I've run across this problem a number of time while playing as part of a group in an open ended game and it tends to come down to not really having a plan. The way to deal with this is to help your players put a plan together of what they are going to do, because they in all likelihood are being vague because they don't know their options. Questions that ...


2

The system and setting often contribute to my decisions in these cases. In a simulationist game with a deadly setting, you might intervene only as much to ask "Are you sure?" In pulpier, heroic games, you want to encourage your players to succeed; you may even incorporate their misconceptions to do so. I stole this idea from is 13th Age's One Unique Thing ...


5

I'm a little bit surprised to see so many answers to this question without what I thought was the obvious one, so I'm going to put it out here. What you have here is an obvious disconnect between what the player thought the situation was, and what you, the GM thought the situation was. Very seldom do players actually do things that they believe are ...


0

As the others have said, talking to your players about what they enjoy and consider "too much" is practically essential. But be prepared for the possibility that some may say they're not interested in playing this way. "Collaborative" play is broadly popular right now, but there are some of us who, when in the (non-GM) "player" role, want to interact with ...


7

The biggest and most important part of this advice is the following: Talk to your players! If nothing else about this answer helps, remember that. Before you begin springing improvisation on your players, sit them down- all at the table before you begin your next session- and pose the question. "Hey guys, I think we're all pretty good roleplayers, and ...


2

Communication is your best weapon I think the obvious answer here is, as the divine godlike GM that you'll be to them; your best weapon is communication. TALK to them; your players. Their input is your best resource. Get them all together and provide them with a choice. Explain to them your ideas for a cooperative narration of planets, history, important ...



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