So I was listening to a gaming podcast today, and a point caught my attention, that I felt needed addressing, and since it's something of a "learn as you go" kind of situation, I figured I'd make a thread, where we can post various "quality of life" tips for GMs, to make your gaming session easier, and more fun.
These aren't unique to Star Wars, though if you do have tips for this system specifically, go for it, but just general tips when trying to wrangle a table of people.
The one that caught my attention today:
Not having enough different clues/leads for your PCs to follow.
So, the podcast, basically had a group of players trying to uncover a secret to bad things that happened recently, and based on what the GM had told them, between various scenes and situations, it seemed that there might be a tie into the nearby lake, as to the cause of the bad stuff going on. This was a pretty logical conclusion for the players, based on what was presented, but when they started trying to follow up the leads, they kept getting shut down by the GM. And you could hear the mounting frustration in the players as they didn't know what else to do. Now this might be that the players just fixated on a random, inconsequential thing the GM said, and assumed that was the plot thread, that's certainly possible, and a long standing tradition in gaming, but, a good GM should be able to adjust to this derailing tangent. Because it's guaranteed to happen.
SO! Have multiple leads that you can tie into any random location that your players scurry off to. It doesn't have to be a direct tie, it can be something as simple as "A friend of mine's cousin's former roommate said something that sounds like what you're talking about, maybe go see him." Actually, this just came to me. Law and Order it! If you've ever seen the Law and Order tv show, this is a great way of how you can steer your players back onto your plot. The first half of that show, where the detectives are tracking down the criminal to put on trial, had a great design. They would go to the scene, wander around and try and see if anyone saw anything. Their first lead would almost always be Random Person 27, who just saw a minor little thing, that had to do with Random Person 83. So then they would go talk to 83, who would then give them a lead to point them to RP 102, and so on. And after about 6-7 links like this, they would find who they were looking for.
SO! If your PCs go off on a wild goose chase that has nothing to do with your actual plot, stick SOMEBODY there, who knows a guy, who knows a guy, who knows a guy, who can then lead them BACK to where you were actually trying to point them, but they just totally missed the clue. Either due to you being too subtle in your delivery, or them being too obtuse and goofing off to notice. So specifically sit down and ask yourself before each session. "Ok, how can my players Eff this up royally and not go the way I need them to? And how can I redirect them?" And then make contingency plans for it.