Day 21. |
Sometimes, even the most experienced players need a push to engage with the scenario. I saw this partway through our last Esoterrorists campaign when Richard (our GM) presented us with the clues that definitively said that our characters needed to go into an active Ebola hotspot. We spent most of the game session talking around it, probably nearly two hours of procrastination. Not one of us wanted our characters to go there; we were invested in them and the horror of that flesh-eating disease just made everyone shudder. We debated the other clues we had, whether we could go elsewhere, could we avoid this somehow. Rich sat and quietly fumed, getting increasingly frustrated.
Eventually, his patience broke and he let his frustration become apparent. And that was enough of a push for us to engage back into the plot, overcoming the innate fears of the players for their character's safety. It showed that sometimes, even with an experienced group, the GM needs to give them a little push out of the door. Once they start to fall, they become more concerned with making sure the parachute works and picking the right landing site than their fear of falling.
(As an aside, I'd love to see another Esoterrorists campaign from Pelgrane Press, as we've used all theirs up).
21 August 2020
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