In Mark’s article Contingencies, he talks about the importance a gaming group’s Plan B. It always seems that the players have alternate plans available and ready to go if they need them, even if some of them aren’t very good. Regardless, it’s tough for a GM to cope with Plan B if he’s not ready. It’s difficult to react quickly to something that you have no idea is coming.
Even though the players don’t have the luxury of understanding the entire campaign plot or, in most cases, even seeing what’s around the next bend in the road, they can still can come up with a Plan B faster than the GM can react - Even though the GM knows everything about the adventure. What does the GM do to work things out and keep the game interesting?
In looking at this situation over the years I’ve determined that the reason player’s are always ready with a ton of different Plan B’s is that they are able to act in the short term while the GM must think about long term effects. The players have the ability to do anything they want to because they don’t know exactly what the future holds for their characters. They can even change their minds right in the middle of Plan A and suddenly jump to Plan B for reasons known only to them. As they can only guess at the future, or piece together bits of the plot puzzle, the players are free to act as they want to.
The GM, on the other hand, needs to pay attention to not only the present, but also the future. If X happens now how does that affect Y later on in the adventure? If the party doesn’t bite on your plot hook to go visit the Tomb of Nasty Evil Dead what does that do to your campaign plans, not to mention it’s effects on that evenings game session? The GM just can’t implement his Plan B as fast as the players because he doesn’t know what they’re going to do and it’s impossible to plan for every contingency.
But there has to be a way for the GM to modify his well developed plots after the players put Plan B into effect. As I learned over the years in martial arts: Every counter move has a counter move.
One option is to wing it. Just all out improvise the whole thing. While that’s something I’ve been known to do, I also know that it’s not going to work for everyone. Some GMs don’t like improv, aren’t good at it or just don’t want to do it because they prefer more structure. Another option I use is to take a time out.
The idea is that at the proper time you tell the group: “Ok, we’re gonna take a short 10 minute break while I go over my notes.” During the short break review what has happened (”So… they didn’t take the bait and put the ring on yet…”) and make a plan for what you are going to do next. Use your overall plot as your guideline for what options make sense.
When is the proper time you ask? I’ve found that there are times in every game where a short break fits. Just after a “big” event works the best for me. After a big event, like a massive combat, there is a brief cathartic feeling that washes over the group. That’s a great time to take a short break and let everyone collect their thoughts before moving on. Big events are also where the player’s Plan B gets thrown into action more often than not as they scramble to adapt and overcome the situtaion. This also means that while you go over you plot and notes the players all have something to discuss themselves (“Are you sure we should have done that?”) and that will help keep them busy while you work.
Remember that combat isn’t the only big event item. Any time the players have a discussion with an NPC, or themselves, that leads them to get the “wrong” idea into their heads and go off in a direction you hadn’t planed so is also good times for a quick break. Just remember to keep it short. A 10 minute break works well for me, but maybe 15 or 5 would be better for some folks. You shouldn’t expect to re-tool your whole plot in your break either, just figure out what you need to do to accommodate the player’s decisions for now.
The other tool I use is to know when to call it a night. If the players are headed in a direction that you are totally unprepared for the 10 minute break may not be enough. You may need to re-tool the whole campaign. You might also have to tell the group that “This looks like a good place to stop for tonight. What your heading into next is a big step and I want to be totally prepared for it.”
Not only does this give you some time to work on reacting to Plan B, but you also set the stage for the players to anticipate the next game. When you tell the players that where they are headed is a “big step” it’s like the TV show that ends a tension packed episode with To Be Continued… Anticipation for gaming is always good because when the group shows up for the next session they arrive ready to game. No waiting around, they want to see what comes next.
I’ve found that these tools work well for me, but I’m certain others have ideas or different takes my thoughts. So, follwoing my own advice, I’ll leave things as they are. This seems like a good place to stop for now.
I’ll see you in the Forums!
