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In previous games, I have given all the information the group needs to complete a quest. As they are on the quest, I throw in other plot hooks or NPCs that draw interest from the players. This keeps them wanting to continue exploring the world and find out more about what I threw in (usually during an improv moment). In this new system, I’m trying something new.
Giving them less often provides for an opportunity to role play more. They have to look for information, gathering it via news sources or people, and put together their own conclusions on the quest that has been asked of them. They now feel a need to take it “to the next level” so they can be fully informed. Playing a “Mr. Johnson” I am reminded of the quote attributed to Oliver Goldsmith and used in various forms throughout history since. “Ask me no questions, and I’ll tell you no lies.” I keep this to the forefront of my mind to keep me on task. If they ask questions that I believe could incriminate Mr. Johnson, then I lie or redirect the conversation. On the surface it looks unfair to the players, but it actually makes it better for them. With the players not being able to trust the informant, they will do their own research and this is when you can give out the information in bits and pieces. For this to be effective, the GM must give the players time to discuss and work it out themselves. Once they come up with something, I am now able to push forward into new avenues of the story. Give it a try and let me know what you come up with.
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AuthorJodie Archives
October 2025
Have a question you would like the GM to give her thoughts on?
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