Guiding Players Toward Asking the Right Questions?

By cheeseWizard, in Game Masters

Another annoying question from me.

My group are playing through Beyond the Rim at the moment, and we just got through the first episode. Before they decided it was time to guard the ship (our bounty hunter picked up the Imp homing device and said "I'm pocketing this" much to the horror of the rest of the table) and stake out the corridors to make sure the droid got to their ship ok, I hinted that there was more to find out about Colganna and the circumstances surrounding the Sa Nalaor but couldn't get them to ask the right questions. I'm putting it down to my inexperience as a GM, and am asking the community, since you guys all seem to know what's what on this kind of thing :)

Well it's a player vs character thing.

I generally say something like "There may be something you've forgotten that's relevant here" or "You have a nagging feeling that <NPC> has more to say, if you could only find the right approach" then give them the option to flip a force point for a 'hint'. Nothing too specific.

You could also use conversation checks like charm, negotiation etc and use advantage or threat to give hints. "He seems to like you, and glancing around to ensure he's not overheard, he leans close and says..." or "He seems about to say something, but then clams up and says 'it's more than my job's worth to tell you the door code".

People also can forget a lot over a week. We play once a week, and often something will be discovered one week and then completely forgotten the next. If it's minor I'll just remind them, but if it's something major that they really should have made a note of, then I'll "charge" them a force point. Helps the force point flow and reinforces that sometimes description blocks have been written and read aloud for a reason!

Well it's a player vs character thing.

I generally say something like "There may be something you've forgotten that's relevant here" or "You have a nagging feeling that <NPC> has more to say, if you could only find the right approach" then give them the option to flip a force point for a 'hint'. Nothing too specific.

Ooh, that's devious, I like that. I usually use my points to upgrade checks where there a small chance of something really bad happening, so making my players consciously decide they want to give me a destiny point when they know I'm going to do something like that is a great idea.

Another annoying question from me.

My group are playing through Beyond the Rim at the moment, and we just got through the first episode. Before they decided it was time to guard the ship (our bounty hunter picked up the Imp homing device and said "I'm pocketing this" much to the horror of the rest of the table) and stake out the corridors to make sure the droid got to their ship ok, I hinted that there was more to find out about Colganna and the circumstances surrounding the Sa Nalaor but couldn't get them to ask the right questions. I'm putting it down to my inexperience as a GM, and am asking the community, since you guys all seem to know what's what on this kind of thing :)

Don't let them know the information and then at the end just tell them there was a lot they didn't uncover. They will either take it to heart and be more thorough or not. I wouldn't worry about it all that much, the only real question I would have is, did they have fun playing? If so, don't sweat it.