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Mailing List Logs for ShadowRN

Message no. 1
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: Unimaginative Players
Date: Sat, 30 Sep 1995 22:29:06 -0400
On Fri, 29 Sep 1995, Cugel the Clever wrote:

> Can someone give me some advice how to "activate" those players, and
> let them think more for themselves instead of following the GM's
> lead?

The best way to get unimaginative players to think for themselves
is to put them into a few situations where the is no plot at all. Go
into a session with nothing planned. Let them do whatever they think
they can get away with. That way, you *can't* lead them around because
you have no idea what they're going to pull.
After you do this a couple of times, your players will figure out
that they *can* do things on their own. If you run things sneakily,
they'll soon figure out that they *have* to do things on their own.
Then they'll become scheming, crafty, kneebiters who get surprise
karma way too often.
Try it and see what happens.

Marc

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