Und du als Spielleiter weißt nicht, was du machen sollst, um wieder Schwung in die Bude zu bringen? Robin D. Laws hilft weiter.
Zitat aus Robin’s Laws of Good Gamemastering
Improvisation doesn’t happen in a vacuum. An improvisation is simply a choice you make in response to a situation in the game. When faced with a choice, that stumps you, follow these simple steps:
One: Relax. Any halfway sensible decision you make will be fine, so don’t worry about being perfect. Your players will cut you the slack you need.
Two: Imagine the most obvious result. Ask yourself: if this were a real situation, what would happen? Make a mental note of your answer.
Three: Imagine the most challenging result. Think of the PC most involved in the current situation. Ask yourself what outcome of the current situation would most challenge or threaten the character’s identity, goals, or sense of self. If more than one PC could be affected in this way, pick the one who’s had the least spotlight time recently – unless the character belongs to a casual gamer.
Four: Imagine the most surprising result. Think of the most unexpected possible outcome of the situation; it must still be within the realm of believability for the genre and setting. A game based on action movies can embrace more improbability than a realistic one.
Five: Imagine the result most pleasing to the player. It’s usually pretty easy to see what the player would most like to see happen.
Six: Pick the one that feels right. This is where your creative instinct comes in. One of your four possible choices (obvious, challenging, surprising, pleasing) will probably leap out at you as the most satisfying at the moment. Sometimes a choice will seem right because it fulfills more than one requirement: it’s both obvious and challenging, or surprising and pleasing, or whatever.
In the exceedingly unlikely event that all choices seem equally valid, pick one at random, using the following chart.
Roll 1d6 Result
Seven: Think of consequences. Quickly make sure that your choice won’t paint you into a corner, that you can still get from its probable outcome to the climax of your planned narrative (assuming you have one.) Also be sure that it won’t unduly upset the player by seeming unfair or arbitrarily punishing. If the consequences seem bad, try another choice.
Eight. Go with it. Having made your choice, describe what happens. This is a training-wheels method. After you master these steps, you’ll find you don’t need them anymore. You’ll have internalized the process. You may consider only one or two alternatives for any given situation, or may immediately and intuitively leap to the best choice, as innately talented GMs do from the get-go. Still, even the most brilliant of us find ourselves at a loss from time to time. Go back to the chart to jumpstart the thought process when inspiration fails.