Don’t Wait for the GM to Babysit Ya. How to Drive the Story Forward
By Grabgar’s hammer, if I had a silver for every player who sat there starin’ at the GM like a lost goat waitin’ for instructions, I’d own the whole tavern outright.
“Uh… what do we do now?” they say, eyes blank as a goblin’s conscience.
What ye do, lad, is play the bloody game.
A campaign ain’t a tour bus where the GM’s the driver and ye just sit hummin’ tunes till treasure falls in yer lap.
It’s a tavern brawl of choices — messy, loud, and glorious.
And if ye’re sittin’ quiet waitin’ for the story to happen, ye’re not a hero — ye’re furniture.
The Tavern Ain’t a Crèche, Lad
Yer GM ain’t yer nanny. Their job is to build the world, not spoon-feed it to ye.
When the table stalls, every silent player adds another stone to the grave o’ momentum.
So here’s me first rule of real adventurin’: take initiative.
If the GM says, “Ye arrive at the ruined keep,” don’t stare like a cave bat in torchlight. Say somethin’. Do somethin’.
Kick a door, scout ahead, start a fire, sing a dwarven dirge — anything that moves the tale.
Ye ever seen a campaign die o’ boredom? I have. It’s quiet. Too quiet. Like a crypt full o’ unused dice.
👉 Read How to Roleplay Without Feelin’ Like an Idiot if ye freeze up faster than a frost troll at a sauna, or visit Tavern Etiquette for learnin’ how to speak without hoggin’ the spotlight.
The Curse o’ the Passenger Player
Every table’s got one — that quiet soul who waits for orders like a soldier with a broken compass.
“Can I roll perception?” they ask.
“Sure,” says the GM.
“…What should I look for?”
By Margann’s beard, look for something!
See, when ye never act unless told, ye rob yerself of discovery. The GM stops offerin’ hooks ‘cause ye never bite. The story shrivels. The energy dies.
Then everyone wonders why the game feels flat.
It’s ‘cause ye’re sittin’ on yer arse, lad, lettin’ someone else pull the cart.
How to Stop Bein’ a Rock with Hit Points
Ask Questions. Curiosity feeds story. “What does the symbol mean?” “Who built this place?” That’s not annoyance — that’s roleplay.
Make Proposals. Don’t wait for the GM. Say, “Let’s follow the blood trail,” or “We set camp inside the tower.” Even if it’s wrong, it’s movement.
Share the Spotlight. Pull quieter players in. “What do ye think, cleric?” keeps everyone breathin’.
Act on Yer Traits. If yer character’s brave, prove it. If they’re cautious, show it. Traits ain’t words on paper — they’re levers for action.
Accept Consequences. The world reacts, aye — but that’s the point. Adventure means risk. Stop hidin’ behind indecision.
Once ye start drivin’ the tale, somethin’ magic happens. The GM relaxes, the story breathes, and the table starts hummin’ like a forge in full swing.
When the GM’s Burnt Out and Yer Still Waitin’
Let me tell ye a story.
We once had a campaign where the GM — bless his overworked soul — was runnin’ on fumes. Half the table waited for him to narrate every pebble we stepped on.
Me? I took over. I described the tavern, the crowd, the smell of smoke, the barkeep’s crooked nose. He just nodded and said, “Aye, that’s exactly right.”
By the end o’ the night, the whole group was addin’ details. The GM just grinned and drank.
That’s when I learned: the best tables are shared fires, not sermons.
👉 See it in action in The Sorcerer Who Had No Idea Where His Powers Came From — a fine example of chaos turned cooperative.
A Story’s Only Alive If Ye Feed It
If ye ever catch yerself sayin’, “I wait for the GM,” slap yerself lightly and say, “No, I do somethin’.”
Because if everyone waits, the story starves.
If one person acts, the story breathes.
If everyone acts, the story sings.
Ye don’t need to be loud. Ye don’t need to be clever. Ye just need to care enough to try.
So next session, surprise yer GM.
Walk through the door first. Ask the questions. Stir the pot.
The story ain’t theirs alone — it’s yours too, fool.
👉 For more rants and rare wisdom, visit About Mike’s Tavern or toss yer tales o’ initiative through the Contact Page. I’ll read ‘em, judge ‘em, and maybe even applaud.
FAQ
Q: But what if I make the wrong choice?
A: Then ye make a choice, which is better than sittin’ like moldy bread. Mistakes make stories.
Q: Isn’t the GM supposed to lead?
A: Lead, aye — control, no. A good GM sets the table; players bring the meal.
Q: How much initiative’s too much?
A: When ye start narratin’ the sun’s dialogue, tone it down. Otherwise, keep goin’. The table’ll thank ye.