simonh said:As Gm you can't rely on your expectations of what the players should or might do. If they just did what you expected, there'd be no point them being there. Personaly as a GM I believe that I have a responsibility to entertain them. There are more of them than there are of me, so in general their idea of what is fun should trump mine, or at least it certainly shouldn't be irrelevent compared to mine. As GM you have huge power, and with that power comes responsibility otherwise you're just ego-tripping.
I agree. And I often have the most fun when the PCs do something I don't expect. I had a game with a new (to me) batch of players. They were exploring some catacombs, and found a passage to what was a deeper level to be explored later on because it was well above their skill levels. In a variation of the empty room syndrome, everything I did to discourage them from going that way only made them more determined. It ended with a near TPK, me using a bit of Deus Ex Machina to rescue them with some NPCs. I hardly wanted to kill off all the PCs of people I'd known for about 3 game sessions. The rescue, something I did to keep it from being a TPK and completely impromptu, wound up introducing them to some very colorful, and eventually recurring NPCs. While that was fun in and of itself, it was the what happened about a year later that gave me real joy.
The campaign path called for the PCs to find and visit the lost city of Tenandryl. They had clues leading them to people who supposedly had visited Tenandryl, so they began by looking one of them up. As part of the NPCs personality, she advised them "Tenandryl is a place left best buried" and wouldn't give them any information. At that point, I expected them to go onto the next person on the list and get the info. Instead, they freaked out, and figured they weren't supposed to go there - because the last time I had hinted about "don't go there", they almost died. They went off in a different direction, so I dropped more clues about Tenandryl. They avoided them. We had some wonderful side adventures, then I began "throwing" the other NPCs with knowledge of the place at them to get them to go there. The first couple they encountered, the encounters went something like this:
PCs: "So, Luna says that Tenandryl is a place best left buried."
NPC: "She would say that, and for the most part, I agree"
PCs: "Ok, we've heard enough. Buh bye!"
I really began taunting them at that point. I'd give obvious clues to Tenandryl's location, but counter it with more of the "don't go there" stuff. They wanted to go there, but they were deathly afraid. It went on for six months or so.
Eventually, I had an old friend come into town, and he joined us for a session - he played one of the NPCs who knew about Tenandryl's location as a PC that session, and offered to actually lead them there. It was one of the best sessions ever, as one by one the PCs (and players) fears about what was actually in Tenadryl were shattered. They had built it up in their minds as an absolute death trap, a place from which they would be lucky to survive, the reality had always been much different - it was simply a place that, while mildly dangerous, contained secrets that would forever change their worldview. They were so pissed at themselves about the sidetracking they had done in search of answers that were in Tenandryl.
Afterwards, we did all agree it was mostly my fault they were scared to go there - they were really following the cues I gave them in that regard. But they also admitted they were glad things went the way they did - that the moments when it dawned on them the real nature of Tenandryl was all the more precious for their stubborness in avoiding it.
So while I completely agree it can be annoying when players don't do as you expect them to, I also think it's important to take some time to step back and not only analyze why they didn't do as expected, but how you can turn that to your advantage, and make it even more entertaining.