[RPG] What are the consequences of telling players their character’s thoughts as a method to help guide their actions

dungeons-and-dragonsgm-techniques

I generally try to keep my campaigns fairly open-ended and avoid railroading my players, or keep it to a minimum when it is performed. Generally they always tend to have a plot hook or two that they can follow, and tend to be invested enough in the presented hooks that I don't have to worry about them going too far off.

However, I have noticed at times, some players tend to have what I would equate to a "Well what do we do now that were here?" look. While none of them have explicitly expressed that feeling, when talking to them about the sessions I sometimes feel like they were struggling with deciding how to approach some of the more open ended situations, especially after some time or adventures have passed between receiving their original goal, and having the ability to act upon it.

Is it considered appropriate, to, as a DM, tell a player the thoughts of their character? For example, after describing a town they arrive in, saying something like any of the following examples :

"Your mind races with thoughts of the upcoming tasks at hand, perhaps you should look into [Group X], or go talk to [Knowledgeable Guy Y] about [Bad Thing Z]."

"The town guard stand vigilant and alert at the gate, noting down those who pass through, perhaps they may have seen [FindThisGuy A]?"

I know some players can be sensitive about being told what their characters think, but the thoughts I'm proposing are strictly a question of knowledge and goals, and not opinions of what characters think of a particular person or situation.

What are the consequences of telling players their character's thoughts as a method to help guide their actions?

Best Answer

Giving players their character's knowledge should facilitate play without taking away player agency.

tl;dr Provide description, even if it's realizations internal to the character that maximize player agency.

Provide knowledge based hooks

Class or domain knowledge that affects the story or provides a hook

The characters have training that can give them insight into a situation. This can be provided as observations of the character and the player can make of it what they will.

"Being a trained fighter, you noticed that the guards at the gates were wearing ill fitting uniforms and were holding their spears awkwardly."

"The rogue in the group overhears some peculiar phrases, and recognizes them as theive's cant. He overhears that Mr. Y is a very knowledgeable guy."

Character Knowledge

If the players are formulating plans, it can be useful to include their backgrounds or other aspects to give them some insight into what may or may not work. When provided as experience based insight as to how the world works without what the character's opinion on the matter is, allows the player to make better informed decisions.

"The bard spent his childhood as a beggar, and would know that approaching the urchin by forming a ring around him will only serve to drive him away."

Avoid directly dictating thoughts or intentions

This is clearly the demesne of the player. It can remove player agency, and make the game more of the GM running the entire show. The GM should narrate the stage and the reactions of the world to it. Not the reactions of the players to the world. That's the player's role.

Giving players clues as to how the environment is affecting them.

"The foppish noble insults the wizard's shabby clothing. It's clear he's attempting to anger the wizard."

This allows the player role play their wizard's reaction. Do they get angry and react? Do they play it cool? Do they shake it off while singing some bar song they learned last night? That's up to the player.