Originally shared by Jeremy Riley
Still struggling to get the balance of Play To Find Out games. Love their potential but can’t seem to get the GM – Player input ratio right.
I think next time the players come through a manhole, into a room and then out another door – the player should tell me what’s there. I’ve telegraphed the approaching threat and the players want something cool to happen to their character.
Perhaps they lurch out onto a balcony and clamber onto the roof. Maybe they see five guards with crossbows break down a door but are sure they can make it to the other side and into the dumb waiter. Perchance they run straight into Two-Ton McGee who owes a big favour to the players but has also been hired to kill them, only just discovering their identities.
Do others struggle with finding this balance? Is there a quick release? 🙂