[RPG] How to guide the players into realizing they have multiple options available for an encounter

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For my next session with my PCs, I'm planning to have them witness an attack on an NPC that's intended to hook them the adventure. The plan is for the party to encounter his daughter, who also has a target painted on her back. I want the players to be making choices throughout the adventure, whether to fight back during an encounter, or to hide, or to flee.

These players are new to RPGs, so I want make sure that they realize that attacking isn't their only option. So far all we have run is a run of the mill dungeon run.

I was thinking of having the NPC attacked where he's far enough away that they might not get to him in time, but I want the players to feel like trying to save him could be a possible viable option.

The initial encounter should guide the player's expectations. I don't want trying to rescue the man to seem like the only option but I don't want it to seem like it's not an option. How do I help my players realize that they have more than a single option available to them?

Best Answer

As these are all new players, there's nothing wrong with a bit of "out-of-game" DM guidance at these early stages.

After describing the situation you can simply say: "What you do now is your choice. You can attempt to calm the situation, shout at the attackers, fetch help, attack or something else!" Then ask each player: What do you do?

You can even explain that calming the situation will call for a Charisma(Persuasion) check or that shouting will need a Charisma (Intimidation) check and so on (with advantage for good role-playing if that's how you play!).

To keep things a bit more "in-game", you may find it useful to have additional NPCs around to act as witnesses and "exposition helpers". E.g. When the attack goes down, someone can call to the PCs to "Go fetch the guard!" while another passer-by simply grabs a different PC and says "Oh my! You must help that poor man", while others simply pull their hoods down and hurry on past, not wanting to get involved.

In fact, making a point of having other non-combatant NPCs around - shopkeepers, merchants, foresters, city guards - will give the players a good idea that its not just "Them vs Monsters".

It won't take the players long to get the feel of it and realise that tabletop RPGs are far more open that video games!