@faraday said in How do you like things GMed?:
I mean that's fine, but at the same time... players can't go out of their way to avoid the plots handed to them and still expect to be entertained.
"The Starbucks just exploded!"
"OK we leave and call 911."
"Um. OK. Cool. Thanks for coming. Event over."
You're gonna have players who do that. I had a player who did that when I ran the aforementioned scene and exploded the Starbucks. 1 player called 911 and planned to leave. Another player whipped out a phone and proceeded to video as much as they could get. 2 other players jumped in to try to help. And the 1 PC cop that joined immediately after jumped into help. I have found if you involve players who aren't necessarily 1 person and their 4 BFFs you are more likely to get a random selection of responses - not just everyone going along with 1 person.
It helps, I think these days with mushing and running plot (or +events, if you will) that when you set up that +event giving some kind of summary of what is going to happen. If I announce "Come to Starbucks for a memorable time!" and fail to indicate a reasonable # of players to be involved or timeline for it to run - it conveys a very different thing than if I say "Something dangerous will be happening in this block of the city on this day/time - if you have cause to be in that neighborhood, I'll take the first 5 signups and it will last X-amount of time." then I have communicated to them what I am doing/what the risk might be/and that I expect the players to give me that amount of time they have signed up for as well as I am giving that time to them.