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Yqatuba |
![Thias](http://cdn.paizo.com/image/avatar/b5_c_herald_of_cayden_cail.jpg)
I don't DM much but usually if it's a dungeon or unfamiliar place I will just say something like "there's a hallway leading to the north and south, which way do you go?" That said, if it IS somewhere the characters would be familiar with (such as their home town getting invaded by monsters), should you just list the important locations in town and ask where they want to check out first? Or maybe even just show them the map of the town and ask them to indicate where they want to go?
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Shandyan |
![Hanspur Symbol](http://cdn.paizo.com/image/avatar/RK-Hanspur.jpg)
"What do you do?" is my default question. There's no harm at all in being direct.
If the players are being overwhelmed/undecisive, I'll often chip in to repeat their options ("So, you could go north where you heard the strange noises, go back to the locked door in the 1st level, or go south where you saw the ogre patrol - or something else. What do you want to do?").
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Unicore |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
I will second focusing on "what do you want to do?" Rather than just asking for a direction, especially in a location like a city, because, as a GM, you have to give a lot of extra detail to really give your players the sensory information that would allow them to make choices as if they were present in their character's shoes. Sometimes making it clear that you want your players to voice their more intermediate goals than immediate ones for the dungeon/encounter site can be helpful in getting them to communicate character intention that will help you provide the kinds of details that will help them make choices that will move them towards their goals rather than away from them.
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![Halfling Mom](http://cdn.paizo.com/image/avatar/PZO9415-HalflingMom_90.jpeg)
Another idea:
1) Give them airtime to talk amongst themselves (2-5 minutes?)
2) Listen to what they say, only talking yourself to answer clarifying questions
3) Summarize what you hear (ex. "It sounds like people are deciding between... and...")
4) Seek confirmation of your summary, and decide based on that how to proceed next
5) If you make this a habit, you will see the culture of "what next" table talk begin to form!
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![Owl](http://cdn.paizo.com/image/avatar/Plot-notAmused.jpg)
Another idea:
1) Give them airtime to talk amongst themselves (2-5 minutes?)
2) Listen to what they say, only talking yourself to answer clarifying questions
3) Summarize what you hear (ex. "It sounds like people are deciding between... and...")
4) Seek confirmation of your summary, and decide based on that how to proceed next
5) If you make this a habit, you will see the culture of "what next" table talk begin to form!
I like this. I've noticed that as a GM you have to tread a fine line between on the one hand, players who endlessly discuss and can't come to a decision to do something; and on the other hand, giving the players the room to come up with their ideas, interpretations and plans.
In a way, the GM isn't just world-manager; the GM is also a bit of a chairperson for the group. At some point you may have to say "okay, you've discussed the pros and cons of the different things for a while now; it's time to make a decision".