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Mountains out of Molehills

It’s not that big of a deal, folks!

Occasionally as GM, you’ll be running a game and expect the players to make a quick decision to get on with the adventure. But, all of a sudden, you’ll be facing a dilemma that many GMs before have faced. The players have fixated on a detail you hadn’t considered or thought was inconsequential. The game either grinds to a halt or takes an unexpected turn as the players become unwilling to focus on anything else in the game.

Basically, your players have started making a mountain out of a molehill.

After a couple of games where this became an issue, I brought the subject up on social media to find out what my fellow gamers thought of this particular problem. We had a pretty lively conversation discussing the variations on the problem and some potential reasons why it happens. Before I dig into that, though, let me give you a couple of my recent examples.

In a game where the players were investigating a decades old murder, the GM was blindsided when the players followed the clues to a conclusion that was several steps beyond what the scenario was written to include. We actually had to step outside and have an out-of-character conversation to all get on the same page again. Based on the information the players had, their conclusion was reasonable, but it was also building off an aspect of the setting that wasn’t relevant to that particular pre-written one-shot. The logic the players were following wasn’t necessarily wrong, it was just taking things further than the scenario needed.

Players are going to fixate on things you don’t expect and sometimes blow inconsequential things way out of proportion.
For the other game I ran into this, the PCs were faced with a decision: do we give this magical thingy to the potentially adversarial group that came here to find it (and we wouldn’t have even known about it if they hadn’t shown up looking for it in the first place)? If we give it to them, we’ve potentially made some allies, but also possibly given some questionable folks a powerful item to do some harm. Of course, if we don’t give it to them, we absolutely turn them into enemies. As it often happens in these situations, the players started endlessly debating the potential outcomes of the scenario and catastrophizing the worst possible outcomes of either choice. It ground the game to a halt and even this particular GM, who has a tendency to let his players meander a little too much for my tastes, was starting to roll his eyes.

In both of these situations, the ultimate consequence was that the game ground to a halt. This type of thing happens all the time, so every GM is going to need to develop a set of tools to cope for when the players start getting caught up in endless debate or fixating on red herrings of their own creation.

After my conversation on social media, it seems like there are three root causes to players making mountains out of molehills:

So, what’s the takeaway here? Players are going to fixate on things you don’t expect and sometimes blow inconsequential things way out of proportion. The best you can do as a GM is to understand why they might be doing that and adjust the game as you go.

What about you? How have you dealt with this in your own games?

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1 Comment To "Mountains out of Molehills"

#1 Comment By Jerry On October 2, 2020 @ 11:25 am

This is a common problem I see both as a player and a GM.

As a GM, I often see this with players coming to me from other GMS, where they are distrustful and have to be shows that they aren’t going to be screwed over for not checking every conclusion. That comes with time.

I also see this as a problem with pre-written modules, where the writer had a narrow focus that good players will often verge from or even outright declare the inanity of the plot. As a GM, you just have to modify that.

As a player, I have seen this many times. As a player, especially when playing with GMS you don’t know (or do know to be “gotcha” GMS) you sometimes act more paranoid because of the distrust. (Certain games like Call of Cthulhu are also unforgiving to mistakes , by design.)

And sometimes, the plot just isn’t that good, so the players will grasp at anything that is more interesting.

The solutions, for me, have been twofold.

1) Just follow Ang’s advice and ask the players straight out “What are you trying to accomplish?” Remember, the characters are often more capable than the players. Allow them to be capable.

2) Adapt on the fly. This is easier if you are an Improv GM, but even with a published module, you can make changes on the fly to shift who the villain or contact is.