Table Reflection: Avoiding False Choices

One of the things I notice a lot of GM’s doing when they’re making a game is providing false choices. That is, they assume that they know how every character will react in a context, and they fall into the trap of intentionally leading decisions. Unfortunately, this can backfire quickly; if a player gets stuck in the middle of a situation where there is no good choice left, they make “false choices” under duress, and then the whole process is likely to continue to spiral toward an increasingly dissatisfying experience. Continue reading “Table Reflection: Avoiding False Choices”