The Freedom to Choose

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Sometimes, as Dungeon Master (DM), we have to be explicit with where to go and what to do next or we risk leaving the party either confused at the lack of direction or hampered by analysis paralysis. It’s important to know when to railroad the party to the next scene or point them the right way to keep the game moving. Often you can preface this with phrases like “you see…” or “you realize…” followed by something along the lines of “…that the only way to proceed is through the oak doors to the north of the chamber” or “…that the criminal you’ve been pursuing has gotten away and you’ll need to regroup at camp.” This is fine and sometimes necessary!

Otherwise, it is vital to give the party the freedom to choose their next course of action. What this looks like depends heavily on context. There should be more than one hardcoded way to proceed, to gather information, to diffuse or overcome a conflict. The important part is not to overwhelm your players with too many options at once.

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The Power of Opportunities

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As Dungeon Master (DM) you have the hefty responsibility of generating and running a world for your players to explore. Within that world, whether it be a simple tavern or an entire continent, almost anything can happen. Yet, almost nothing will transpire without you, the DM, creating opportunities for your players to engage with.

An opportunity can be something big, like a quest hook so obvious it has a glowing exclamation point punctuating it. Or something small, like a character overhearing a snippet of intriguing conversation.

Big or small, opportunities give your party a lead to latch onto and interact with in the world. These opportunities help the players gather information and push the game forward.

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