I’ve written about how you shouldn’t know everything that will happen in your game. An important aspect of that is presenting your players with interesting decisions to make. The story can then unfold naturally from those choices.
There are several kinds of choices players can make:
- Tactical decisions
- Which enemy should we focus on first?
- What’s the best way we can position ourselves in this battle?
- Should I use my spell slots now or save them for later?
- Moral dilemmas
- Do we let a bad guy go if there’s a reward for us?
- Should we keep this magic item or return it to its rightful owner?
- How far do we go to protect those we care about?
- Assessing risk vs. reward
- Should we take the safer path or the more dangerous shortcut?
- How much stock should we put in this informant’s information?
- Should we try to sneak past the guards?
- Is it worth trying to rest here?
- Personal choices
- Which faction do we help / side with?
- Which quests interest me?
Interesting choices should have the following aspects:
- Genuine impact. The player’s decision should shape the story in a unique and interesting way.
- Shades of gray. With each decision, each option has its merits. There should not be an overwhelmingly “right” or “optimal” choice the players must make.
- Clarity. The players should understand the potential outcomes of their decision, especially any information their characters would know. When in doubt, it’s better to overshare and clarify.
Let me know what interesting choices you gave your players!
No comments:
Post a Comment