Mr Crinkles:
*** This has never really been a problem for me -- it's actually usually t'other way: I make a choice and then everyone gets mad at me <grin>.
See, I've always found the opposite. i make a decision and take action and everyone sighs in relief.
Or laughs as it falls apart and they have to rush in a save me. Either way, things get moving.
quote:
*** Now this one, what I've done here on Rpol if the players can't work it out is, I use the die-roller. IRL, I generally just give people a deadline and say that if they won't choose, I will -- same thing, really, except IRL I don't use dice.
Ditto. If the Players demand I chose for them, I chose for them, and they won't like the choice.
pnvq12:
Personally I've always been a fan of hard moves, at least in this context, because its not so much that they can't respond to the situation its that they didn't respond to the situation.
Exactly. If the Players demand I light a fire under them,
I light a fire under them!
If they dislike the heat, next time they can decide to get out of the kitchen faster. Or get used to burning.
gladiusdei:
Having to force one decision isn't that big of a deal. But if your players repeatedly sit and wait for a push instead of acting on their own initiative, it can really suck the enjoyment out of a game.
And then that game ends and new one starts up with different Players.