[RPG] How to encourage group decisions over individual actions

decision-makinggm-techniquesproblem-players

In my campaign (4th edition Dungeons & Dragons, but I've encountered the same problem in other systems) we sometimes arrive at a point where the group should make a decision, for example "should we attack or negotiate?". While some of my players would prefer to handle those decisions at a group level, some other players don't want to spend time discussing. Then they "resolve" the situation by an individual action, like casting an aggressive spell that makes the negotiating option disappear.

As a GM, should I allow the player to perform such individual actions against the consent of the group? Or how would I encourage the players to rather come to a common decision without railroading any individual player?

Best Answer

As others have mentioned, this is a play-style issue that needs to be worked out amongst the group to avoid hard feelings, misunderstandings, and frustration. However, if despite prior discussions/agreements you find you're about to face conflicting character reactions, there are steps the GM can take to reduce players ability to dominate such scenes and pre-empt other players actions.

Give reacting characters a chance to intervene. When the characters are in a tense situation, and a player decides to take an action that would eliminate everyone else's choices, such as starting a fight, giving up a contested item or NPC, etc., allow the other players the opportunity to react first to that action. Keep the resolution of that action within the group. While other players may not get to do exactly what they planned from the beginning of the encounter, they will still be in control and using their actions to determine how the event plays out. When hostiles are confronting the PCs and the PCs start to fight or argue amongst themselves, it's not unreasonable from a plot perspective that other groups won't interfere, at least not immediately, until they see which way the conflict is going. So it's usually going to be believable that the PCs will have a few actions to resolve their differences before the opponents interject themselves.

Example:

Player 1: "I'm tired of this prattling. These guys are gonna get what they deserve. I attack the leader."

GM: "OK, hold off on your attack roll for a second. He looks like he's going to attack. How do you react?"

Player 2: "I grab his sword arm and try to talk him down."

Note: This is really a mitigation technique for your GM toolbox, for times when you don't have a firm social contract to fall back on. Also, keep in mind this is predicated on having mature players who can deal with interparty conflict and still keep things civil at the game table.