Guiding The Players (Players stay out!) | Running The Game
Video Statistics and Information
Channel: Matthew Colville
Views: 95,654
Rating: 4.9855285 out of 5
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Id: uKkDXsCxk0I
Channel Id: undefined
Length: 8min 4sec (484 seconds)
Published: Wed Apr 28 2021
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DM: I should try this technique Matt recommended.
Matt: But what if it backfires?
Hook, line and sinker
Great video. Now to figure out how to trick my player who also watches these.
I think knowing your players is the best foundation though - poking at potential flaws could definitely scare some players away from an idea instead of getting them to think about it more deeply.
The second trick - sneakily challenging your player about something you know they'll be right about - will probably work on pretty much everyone!
This is advice he has given on stream many times, and I think he always says, "my players need to turn off the stream now" or something similar.
This is, by the way, baby's first way to manipulate people.
This is pretty good advice and the psychology outlined is worth keeping in mind.
I don't see why players shouldn't know this, however. I remind my players of rules and consequences constantly for pretty much all plans. Applying it a bit more selectively at times should not be noticeable or more "metagamable" than anything else a GM says.
I realize Iβve been kind of doing some of this unconsciously. Two of my players have some bizarre cosmic-scale plans that I am all for supporting... so I remind them that they are looking for edge cases and donβt currently have any idea what the potential complications could even be. Encouraging research and planning.
One of the best Running The Game videos in a while! And they've been really insightful recently, so that's saying something.
After watching this, I thought about the Tomb of Annihilation campaign I wrapped up last year. To my memory, every time I asked someone about an idea I thought was a good one, they doubled down. This also happened when I asked about bad ideas.
I didn't even realize this happened until now.
I think the best piece of advice here was not saying anything if they propose an idea you don't like or is suicidally dumb. Good players are hoping to engage with the DM and the game. Reward good ideas by engaging.
Most excellent.
Pseudo-reverse psychology, one of the classic blunders, you know that I know that you know that I think this was a bad idea, but what you haven't considered is that I know that you know that I know that you know that I might be thinking that, so really what I'm doing is making you think that I know that you know that I--
I worry that with how straightforward I can be that my players will more respond to my feedback as a sign that they shouldn't do it. I have a habit, maybe a bad one, of letting the players if something they're planning is an out and out bad idea.
Like, if they decide to have the rogue infiltrate the orc fortress by themselves and try to complete the quest by themselves. I'll allow it of course, but I'll remind them that if they fail, that rogue is by themselves in the middle of a fortress, without any backup.
If something isn't what I expected or I just think it's not a great plan, I tend to interfere less and just let them talk among themselves. But I also don't want them going down a bad path without any warning. So I just worry that by challenging their ideas they might take that as signaling that they shouldn't do the thing instead of thinking of ways to make it work.