How to Respond to Player Input
There are an infinite ways to respond to another infinite number of inputs; neither you or I want to see an article that long so….
Let me start by abstracting things completely (well almost). Whenever a player affects play, as a gamemaster, you have basically two choices, indulge or contest. (I believe you can work out the grey areas in between so I’ll skip that.) The interesting thing most people miss is the fact that there are two ways to do both. The first time you either affirm or deny what they offer and the second to build on or replace what they gave.
Now I may be a bit biased, but I never, ever, say no to what a player offers; that might just be me or it might be worth trying. You’ll have to decide for your own play. Either way, I’ll start with those. For the secondary magnify or contradict, you’ll notice they read as ‘And or But’. Be careful watching those buts! Often a ‘Yes’ with a ‘But’ can pretty much be a ‘No’ unless you tweak it well.
Yes, And….
It’s pretty straightforward, you agree with the input and embellish on it. It’s my personal favorite, but there are some problems you need to keep in mind. This kind of play can have a tendency to run away with you. This is where your offers to play need to create the kind of complications that keep the game from short-circuiting itself.
You should also ask yourself if you ready to fulfill every player offer. It can be challenging at times; you might have some pet idea that you really want to see the players react to or you might have a whole bunch of content pre-planned. You must avoid that kind of play, that kind of thinking. You have to learn to work with what the players have to offer, not something you have up your sleeve.
A long time ago I came up with the saying, “Let them have enough rope….” I want you to think of every ‘yes’ as an opportunity to let the players overdo it. Two things always happen when they ‘get too much’ and both will make them sorry (in the good way). First of all, something else in your milieu will no doubt take notice of the players hogging up all of a resource and come see what they can do about it. I call this the ecological approach; predators really don’t like you hunting on their territory.
The second thing is commonly called an ‘overdose’. I know someone who, as a kid, snuck into the kitchen and ate an entire box of cookies; they had a great time. An hour later, though, they got the worst tummy ache. You can do the same thing in the game, just make sure that the players can later say, “We should have seen that coming.” That’s the rule of thumb for gamemastering: no surprise results. If something happens as a result of a player’s offer, it should be something that could be reasonably predicted. Save the surprises for when it’s your turn to make an offer to play.
Yes, But….
Make sure you can tell whether this is a real yes and not a ’stealth-no’. Saying “yes you try that, but this is what happens instead” is just a colorful way to say ‘no’.
It’s also a ’stealth-no’ if you arrange it so that what you agree to has no significance. Let’s say you let them break through the door ahead of them, but there’s nothing beyond it; then you have what you planned come from another route. Taking away the value of what the player offers is quite disheartening and tells the player you don’t care what they want…that they don’t count. That’s just bad gamesmanship.
A good ‘yes, but…’ is tricky. You basically want their offer get them into more trouble. The trick is not letting it look like you’re picking on them. You could explain it in a way that excites you (and hopefully them) about the possibilities involved. After all, new complications should only be introduced to make the game better not harder.
A ‘yes, but…’ is how you take what has been offered and channel it into something more engaging. Keeping things engaging is all of what the gamemaster does. This is different that a ‘yes, and…’ because it takes their offer and nudges it into a different direction. The players are still moving things forward, you just alter the direction a little. You can tell when you are doing it right if the players become more engaged in the result of your counter-offer.
If they are confounded or stymied, they you may have stumbled through a ‘stealth no’ by accident. That’s when you get draconian; you bring play back in line with what the players were really trying to do. How do you do that? You ask them what they expected and retroactively work from that. Everyone will be glad you did.
No And….
Turning down a player offer is a difficult thing to do. If it comes off as a flat-out refusal, you run the risk of alienating the player. Role-playing games are to be shared; they don’t belong to any single person. If you’re trying to redirect because the offer doesn’t seem to ‘fit’, it means that the player is misinformed about what’s going on; try to fix that instead of denying their offer. Correcting misunderstandings should be something you and your group are familiar and comfortable doing; I leave that completely up to you and your collective sense of fair play. (Don’t forget, you can always compromise the ‘facts’ of the game easier than you can repair hurt feelings.)
The only ’safe’ usage for the block-redirect is when you want the player’s offer to look like a ’second choice’. As in ‘that is a really clever idea; here’s something even better you can do.’ Instead of it feeling like Hobson’s choice, you want to make your offer seem much more desirable than theirs. This would be the healthy ‘bait and switch’. Their offer is one opportunity, but you offer a better one.
Whatever you do, don’t block what’s been offered. While it can be good for play to have the occasional dead end, you really need to salt that with other possibilities. Don’t go from ‘No’ to ‘just because’; always leave ways out. And before you get started planning the ways, don’t. The players will never see the opportunities, no matter how clear you think you are making them. Worse, when they follow your ‘opportunity’ they will again feel like their choices are naught. What you will need to do is make the specific offer blocked, but leave enough room that they can more play quickly past it in a way they choose.
No, But….
This is the last resort, the double negative; it is your worst case scenario, something to avoid at all costs. It is actually very hard to pull off a ‘No, But…’ without the appearance of the gamemaster ‘has a better idea’, which is always bad play. If absolutely necessary, hide the language of denial under heaps of praise; it works for the conman, it can work for you.
You have to ease players into the idea that what they offered isn’t going to fly. You do this in part by revealing to them, the beginning of a broad number of alternatives. (At least that’s the best case scenario.) If you find that you can’t give them better choices to work with, you should really take a hard look at whether you’re managing play or directing it. (Hint: the players direct play.)
The players should be the ones taking the initiative and moving the game in interesting directions. The gamemaster should be managing the actual play of it. (You speed things up or slow them down with a variety of options, but you don’t control where things are going.) If you feel a need to direct where play goes, remember, good gamesmanship is founded on everyone getting to do their part; so you don’t want to take over the players’ part. If necessary, don’t think about where you can get play going but how you can get it going it any direction.
The best reason to say ‘no’ is because the current offer is boring or seems really unrelated. Think of this as when a lawyer objects based on ‘relevance’. There are a whole number of reasons you might want to say ‘No’ depending on the social circumstances; if someone’s offer will make someone else upset, try to quietly void it.
Other good reasons to say ‘No’ include hinting at something that the players are overlooking, primarily things that are more fun. There will be many occasions where the players will be looking mostly to make their characters’ lives easier; that’s normal. However, it isn’t very exciting or engaging as play goes. One mantra I often offer is, “Don’t make it easier, make it more interesting.” When things get slow, it’s time to complicate players’ lives.
The worst reason to say ‘No’ is when you think you know better. When you have a singular thing that you think will be fun and you don’t give the players much option, you aren’t letting them play. If you find yourself offering a situation where the players have to figure something out your way or make just the right choice, you are offering a Hobson’s Choice, which isn’t really a choice at all.
Where to Go From Here
Those are the four ways to respond to player input. The most important thing to remember in all cases is that the players are directing where play will go. Don’t change the direction for them; if that’s the only way it looks can be done, what you need to do is clarify their understanding of what is in play.
This principle of sharing is one of the harder things to learn about both good gamesmanship and great gamemastering. Once you realize that the players are giving you more than enough to make great play out of, you will be taking another step towards becoming a game master.
