Tuesday, April 2, 2024

Searching for the Answer

“Is there anything else interesting?”

“I look around some more to see if there is anything unusual.”

“I search the whole room for anything useful.”


Anyone who has GM’d more than a few games has probably heard variations on these statements from players -- particularly in games with serious exploration elements. The players know (or at least suspect) that there is something worth interacting with in the space. Something that will get them what they want – treasure, information, or an edge in a potential conflict. So they ask again for more detail on the place they're exploring. And ask again. And again.

I don’t think players are intending to misbehave here. Navigating a shared imagined space, primarily through question-and-answer, is difficult in the best of circumstances. The players are trying to engage with the fiction. 

But when players try to move forward by repeatedly executing general searches, it feels like moving around the room in a video game while blindly spamming the action/interact button. That’s understandable when you get stuck in a video game, as there are limited ways to communicate with the game. Sometimes you have to either look things up, or brute force it.

But the GM does not suffer from that limitation. The players can (and should) ask any number of variations on their questions. The GM just needs to help them understand how that dialogue works.


An AI-generated image of a pawn shop crowded with weird objects


I’ve found it helpful to explain that when players want to extract more information from the physical space their character is interacting with, one of two things is possible*:

  • When I (as GM) introduced the fictional space or set the scene, I listed everything that was of interest; I did not purposefully omit anything their character would be interested in.
  • If there is something they would be interested in beyond what I identified at the beginning of the scene, it will only become apparent through deeper interaction with the objects and people already established.

*I suppose that “I forgot something” is another possibility, but that’s not something the player can solve; I need to correct those errors on my own time.

It can also help to simply prompt the player to be more specific. The illustrative examples I provided at the start of this post are characterized by their ambiguity and generalness. So the GM should ask more questions to advance the scene. 

  • What do you mean by “interesting”? This tomb has been sealed for a thousand years, there are many “interesting” things within it. What specifically would be most interesting to your character in this space? 
  • What do you mean by useful? Were you expecting to find something in particular in this space? What particular problem is front-of-mind for you right now?
  • What do you mean by unusual? You’re exploring an alien spaceship. Everything about it is fundamentally unusual. Where are you focusing your attention?

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