The Alexandrian

A Young Teenager Driven Mad by Books - Racool_studio

Player: So in Dweredell the Guild is like a local trade organization, right?

GM: That’s right. It’s ruled by a large number of powerful merchant families and its official function is to maintain commercial standards and regulate all matters of craft or trade. But in practice it’s more like a protection racket.

Player: Great! Can you tell me every single member of the Guild and also their immediate heirs?

GM: Uh…

As a GM, it’s actually kind of surprising how often you’ll run into questions like this. In the real world this is the sort of encyclopedic data that you could pull up with a five-second search on the internet. But the game world, of course, does not actually exist, and there’s no quicker way to strip back the veneer and reveal that harsh reality than saying something like, “Tell me the names of everyone who lives on Albert Street!”

On the one hand, it’s a lovely vote of confidence: The players are so impressed by the verisimilitude and depth of your game, that they just naturally assume that the answers to these sorts of questions actually exist!

But however flattering that may be, it doesn’t really change the fact that it leaves you staring out into the vast void of the unknown that they’ve invoked, wondering how it could possibly be filled.

Other examples I’ve encountered include stuff like:

  • Can you name every Imperial church and chapel in the city?
  • Can we get a list of every front page headline from the Gazette for the month of March 1929?
  • Before we question [fictional author], can I get a list of every single book she’s written?
  • I’m going to go through the warehouse and check the label on every crate. What do they say?

Of course, sometimes you actually will have a list of every Imperial church and chapel in the city. Those moments — as you reach out, grab the information the players are asking for, and present it with a flourish — are, of course, delightful.

But it’s far more typical, of course, for you to have NOT prepped a label for every crate in the warehouse.

And staring into that void, it’s easy to become trapped in it: Maybe you try to improvise your way through it. Maybe you burble some inanities and then stammer to a halt. Maybe you bring the session to a slamming stop as you spend five or ten minutes brainstorming a bibliography for the fictional author.

Sometimes you’ll want to slam the door shut on the void, even if it doesn’t make any sense: “The identities of the Guild families are a secret!” you’ll cry. Or perhaps, “The crates are all labeled in an unbreakable code!”

Stalling for time is another option, particularly if Google, Bing, and their equivalents don’t exist in your campaign setting: “How are you going to find that information?” (The only drawback here is that the stalling tactic is often limited in its effectiveness and frequently rather boring to actually play through.)

What I usually find effective in resolving this kind of research fishing expedition, however, is a much simpler technique:

“What are you looking for?”

The players have made a very large ask and you’ve become fixated on the impossible scope of it. In actual practice, though, the players are actually interested in some very specific thing related to an unspoken plan they haven’t shared with you yet. (For example, they want to know some details about the author’s work so that they can pose as fans when they talk to her. Or they’re searching the Gazette specifically for any reports of odd occurrences in the Ravenswood neighborhood.)

If you can get them to tell you what they’re really looking for and/or what they’re hoping to do with it, then getting the information they want it or creating it or giving them an alternative option or whatever else makes the most sense is often A LOT easier than improvising entire history textbooks or Yellow Pages listings for a fictional setting.

In many ways, this is another invocation of a general principle we first explored in Random GM Tips: Are You Sure You Want To Do That?:

If you don’t understand what the players are trying to achieve with a given action, find out before adjudicating the action.

5 Responses to “Random GM Tip: What Are You Looking For?”

  1. bobamk says:

    Ah, this gets into “should the players be able to make a plan without the GM knowing about it?” Which doesn’t have a clean correct answer, and might be another article entirely.

    With respect to this tip, if you’re still at a loss after the players tell you what they’re looking for, roll 2d6. On a 10+, give the players exactly what they’re looking for. On a 5-9 give them a good lead or a PayPal answer, and on a 4- tell them they can’t find any useful info. Obviously substitute a skill roll or whatever your game’s luck roll is, but 2d6 works in a pinch.

  2. colin r says:

    What is a “PayPal answer”? You mean just, make them pay gold to get what they want?

    You seem to be addressing a different question than what’s discussed above, anyway. If the problem is that the players have asked for detailed information that does not exist, rolling a 10+ that says “give them exactly what they’re looking for” doesn’t really help you.

  3. bobamk says:

    My sincere apologies @colin r; that’s supposed to be a “partial” answer on a 5-9 (thanks aurocorrect).

    My tip is for after you’ve done what the article suggests. Unless it’s immediately obvious, the GM should be asking “what do you hope to accomplish by doing XYZ” every time the players declare an action, especially when they want to roll the dice. Once you establish what the players want to accomplish, if you’re still at a loss you can use a bit of random chance to guide an improvised outcome.

  4. Bruce The DM says:

    Great article. Thanks for sharing.
    Bruce DM

  5. PaMar says:

    I definitely feel the pain (i.e. something similar happened to me quite a few times in my campaigns).

    Luckily in these days we can get a bit of help from ChatGPT and its ilk.
    To follow your example, I asked Copilot (the MS AI service embedded in Skype):

    “I need help preparing props for a Call of Cthulhu scenario.
    Specifically I need a list of all the main headlines for the Arkham Gazette for the month of March 1929.”

    and got back (it returns only 10 headlines at a time, so I had to add “please provide me more headlines” twice):

    Arkham Gazette – March 1929 Headlines

    1. Mysterious Lights Over Miskatonic University – Astronomical Phenomenon or Celestial Warning?
    2. Local Historian Vanishes – Ancient Documents Missing from Personal Library
    3. Unseasonable Weather Plagues Arkham – Residents Report Sudden Fog and Chilling Winds
    4. Strange Tides at Innsmouth – Fishermen Baffled by Unprecedented Catch
    5. Renowned Psychic Madame Iola Visits Arkham – Promises Revelations from Beyond
    6. Arkham Police Baffled by Series of Unexplained Burglaries – No Signs of Forced Entry
    7. Kingsport Artists’ Colony Reports Eerie Visions – Claims of Otherworldly Inspiration
    8. Dunwich Horror Remembered – Town Marks Anniversary with Silence
    9. Miskatonic Expedition Sets Sail for Antarctica – Seeks to Uncover Ancient Secrets
    10. Witch Trial Documents Discovered in Attic – Descendant of Accused Speaks Out
    11. Curious Artifact Unearthed at Old Whateley Farm – Miskatonic University to Investigate
    12. Sudden Closure of Arkham Asylum’s East Wing – Authorities Cite ‘Renovations’
    13. Elderly Seer Predicts ‘A Season of Shadows’ – Townsfolk on Edge
    14. Series of Peculiar Pet Disappearances – Black Cats Specifically Targeted
    15. ‘The Silver Key’ – A New Play by Randolph Carter Opens to Rave Reviews
    16. Innsmouth Dispatch: Marsh Family to Rebuild Refinery – Town Divided
    17. Arkham’s Night Watchman Reports ‘Whispers in the Dark’ – Claims Unseen Presence
    18. Miskatonic Professor Claims ‘Time Anomalies’ – Offers No Proof
    19. Kingsport Lighthouse Shines Green – Locals Avoid Coastline
    20. ‘Book of Eibon’ Rumored to be in Arkham – Occultists Flock to the City
    21. ‘Voices from Below’ – Sewer Workers Report Eerie Echoes in Tunnels
    22. Arkham Library’s Rare Book Section Sealed Off – ‘Preservation Purposes’ or Something More?
    23. The Witch House’s New Tenant: A Reclusive Scholar or a Sorcerer?
    24. Local Children Spooked by ‘The Man in the Well’ – Parents Advise Caution
    25. Miskatonic University Dean Retires Abruptly – Leaves Behind Cryptic Farewell Note
    26. ‘The Dreamlands Express’ – Mysterious Train Whistle Heard at Midnight
    27. Innsmouth’s ‘Deep Ones’ Festival Draws Curious Crowds – and Skeptics
    28. Arkham’s Oldest Tree Struck by Lightning – Reveals Hollow with Strange Symbols
    29. Kingsport’s Fog Festival Turns Ominous – Attendees Report Missing Time
    30. A Celestial Event or a Warning? – Green Comet Spotted Over Arkham

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