Handling Unexpected Player Actions

A Game Master's Guide

As game masters, we all know how frustrating it is when you write what you believe to be a fun and exciting encounter for your upcoming session, spending hours prepping for it and getting it ready, only to have your players insist on either completely bypassing the entire thing or handling the encounter in a way that you were not ready for. There are things you can do to minimize those awkward moments where you simply don't know how to react to your players.

One of the ways I handle this is to not get too bogged down in writing so much detail for the encounter from the start. Instead, I like to write my encounters in more of a skeleton outline form without too much detail. Then I write a brief description of the NPCs and their personalities so that instead of writing scripts for them, I can quickly predict what they might say and do based on what crazy things the players might say and do. And believe me, players will always find ways to completely blow up what wonderful plans you had in store.

For example, I want to write an encounter where the players have to rescue a young prisoner being held hostage by a band of thugs. Of course, the players should try to rescue the prisoner, but what I really need to happen is for the players to kill most of the thugs while the leader gets away so that he can be there for a later encounter.

I could spend hours writing dialogue between the leader and the players, describing what happens when he realizes that the players aren't there to pay the ransom, and then writing out the whole battle scene so that the leader can get away as planned. If everything goes as planned, this could be a very fun encounter, filled with a lot of action and drama.

But what happens if, at the very beginning of the session, the players simply pool together their money, pay the ransom, and then just stroll back to town with the rescued prisoner in hand? Or even worse, what if they come up with some unexpected way to instantly kill the leader and grab the hostage, which will not only ruin all the prep work you did but will screw up your larger story arc, making you rewrite all of that as well?

Instead of doing all that work upfront and risking losing control of everything, just write down the plot points you need to have happened and then steer your players towards those points.

Example of a Skeleton Outline

Encounter Goal:

Rescue the young prisoner, kill most of the thugs, and ensure the leader, Rex, escapes.

Key Plot Points:

1. Arrival at the Hideout:

- The players discover the hideout in an abandoned warehouse on the outskirts of town.

- Initial encounter with a couple of thugs guarding the entrance.

2. Confrontation with Rex:

- Inside, the players find Rex holding the prisoner, demanding ransom.

- Rex is visibly nervous but trying to appear confident.

3. Action Scene:

- A fight breaks out between the players and the thugs.

- Rex uses the chaos to make his escape.

4. Resolution:

- The players defeat the thugs and rescue the prisoner.

- Rex escapes, swearing vengeance, setting up a future encounter.

NPC Profile: Rex

Name: Rex

Role: Leader of the Thugs

Personality Traits:

- Cunning: Rex is smart and always looking for a way to turn the situation to his advantage.

- Nervous Under Pressure: While he tries to appear confident, he’s easily rattled when things don’t go his way.

- Vengeful: Holds grudges and will seek revenge if wronged.

Goals:

- Obtain ransom money.

- Escape if the situation becomes too dangerous.

- Return later for revenge if he’s thwarted.

Potential Reactions to Unexpected Player Actions:

1. Players Offer to Pay the Ransom:

- Rex accepts the money but tries to trick the players, planning an ambush as they leave.

- If he senses a trap, he might take the money and run, leaving the prisoner behind.

2. Players Attempt a Surprise Attack:

- Rex uses the hostage as a human shield, making it difficult for the players to get a clean shot.

- If the players succeed quickly, Rex drops a smoke bomb (or similar distraction) to cover his escape.

3. Players Negotiate or Bluff:

- Rex is suspicious but might be willing to negotiate, looking for signs of deception.

- If the players convince him they are allies, he might lower his guard, creating an opportunity for capture.

By preparing your encounters in this way, you maintain flexibility and control while allowing your players the freedom to make their own choices. The key is to know your NPCs well enough to predict their reactions to various scenarios, ensuring the story can adapt no matter what your players throw at you. This approach not only saves you time but also makes your game more dynamic and engaging for everyone involved.

Happy gaming, and may your encounters be ever thrilling!

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Mastering GM Preperation: Essential Tips for GMs