s your players begin to play out the story, it’s possible that they may be unsure of themselves. New players in particular need some sort of guidance to help them learn the rules and get used to acting out their characters’ action. Step into a minor NPC of your story and engage a new player in a challenge to get her used to the rules. The challenge system works well in play, but most people do not immediately understand it until they actually defend themselves in a challenge. Try to let new players win your challenge, as it builds their confidence, and confidence is sorely needed when newcomers play in the same game as more experienced players.Sometimes cast members also need help with their goals. A story that leans heavily towards investigation may frustrate some players who miss one or two vital clues. Eventually, some players may come over to you asking for help. Instead of giving direct answers to player questions, encourage players to figure things out for themselves. Later, if a player really does need help, have another Narrator, in the guise of a minor NPC, assist the player. If another Narrator is not available, you can approach the player and offer aid through your own character (although having another Narrator do it involves a touch of finesse). Pull your assistance off cleanly, and the player will never know you have responded to his plea.
You also need to invent thing to do for players who seem bored with the game. These players usually have usually accomplished or hopelessly failed their goals, or can’t find the motivation to pursue a difficult goal. Your best option is to get a bored player involved in another plot, or to make up a customized plot on the spot. If your character mentions a lead to a powerful Artifact that others are looking for, the player may spend time following that lead. Alternatively, giving the bored player a clue that someone else has missed allows you to kill two birds with one stone. It’s a good idea to have a library of new plots on hand that you can drop into your chronicle as needed.
Remember to be vigilant for bored players during your first few games; first-time players might not come back if they’re bored all evening long. If you don’t keep the players busy with plots, their characters may start soulforging each other into trinkets just for something to do. At this point, the game quickly degenerates into a free-for-all. You’ll probably find that players stay busy as your chronicle progresses because they spend more time involved in the plots of other players.