Meanwhile, on a Facebook D&D group, someone shared this meme:
Accompanying the meme was the question, "What do you do if you are the DM?"
As you might expect, The Dreaded Discourse™ reigns, and there is a long conversation nested in the threads below the post. (And the original post was shared to other groups, themselves with long nested threads of The Dreaded Discourse™, so there are a thousand thousand such responses.)
Contrary to my instincts, I engaged. (I fall firmly on Team Anti-Quantum Ogre.) Most of the rebuttals were something to the effect of, "How do I run an epic game without offering the illusion of choice?" But in the midst of that, I think I gave the best advice I've ever given as a Game Master, and will probably ever give as a Game Master, so I repeat it here for you:
The players are already on your side. You don't have to lie to them to get them to like you.
I'm only being a little hyperbolic when I say that 90% of GM problems could probably be solved by keeping this in mind. Even if you're gaming with total strangers, they're there to game. They want to play a game. It's not a job interview* and it's not going on your permanent record, so you don't need to impress anyone. Just make sure it's fun, and it will be memorable without you doing anything special.
(And obviously, "lying" in this case should be assumed to mean things like illusion of choice, or "protecting" certain NPCs, or other bits of behind-the-scenes chicanery. Most GMs keep hidden information, which falls under typical player expectations for traditional sorts of table-top role-playing games. Determining and calibrating how accepting players are about hidden conspiracies, secret NPC agendas, and the like makes a good Session Zero conversation.)
As for how to run an epic game without offering the illusion of choice, it's hard to fake the actual work. You basically have two choices in that regard:
- Run a linear adventure path, and be up-front about it. Decide what you do when the players leave the rails before you get to the decision point. (If you don't have a meaningful choice in mind, why give them a choice in the first place?)
- Run a sandbox, but make sure the players have enough information to make meaningful choices. (With the requisite caveat from The Alexandrian that choosing to not do research, or failing to find information, are also choices that should be honored.)
Outside of those options, be prepared to improvise if they make choices you didn't expect, or just be honest with them. You can get a surprising amount of mileage out of, "This is what I have planned tonight," although you have to be prepared to roll with the punches if you want the world to feel immediate and infinite.
And honestly? Speaking from experience, the most interesting game tidbits tend to happen when the players go completely outside of your expectations and into no-man's land.
But remember: no matter what else happens, the players are already on your side. You don't have to lie to them to get them to like you.
* Okay, so if you're a professional GM, it's a bit like a job interview, but "impressing" those players tends to come more from actual work than shortcuts. And as with a home game, you tend to impress players the most when you validate their choices — when the players see that their choices matter and that their decisions have an impact on the world, that's when they pay close attention to your game.
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