Singular or Plural...
For myself I learnt the hard way in my early GM`ing days that a single route path is just no good at all. Who of us hasn't?
Anyway, after I realised that I was playing alongside the players, rather than against them, I not only found the games a lot more fluid, but also more fun for me...
For the record, I too have had players turn to me and ask what they should be doing, something as a GM I am loath to do... But have not heard that question in nearly 10 years now.
As a GM I see it as my resopnsibility to drop the clues. And should a player drop the ball, if its an important enough clue thats what the NPC's are for. Judging the importance of the clue is however, part of the art of being GM.
When it comes to resolution I am always trying remain fluid. When I think through the scene before hand I like to conside the best path through and maybe a couple of alternate routes too.
Then I am usually far more open to judge the potential route if the players come up with another concept that as narrator I didn't even think of...
With Trek, there is another problem. The Treknology. Many people have vastly different concepts of what capabilities the tech has, and a GM may well discover the players attempting to use the tech in ways that just shouldn't be. In these cases it is really important to remain fluid and objective as the TV shows always added new, improved capabilities to the gizmo of the week, never to be used again, while players are likely to re-use something that works over and over... In these cases simply keep the difficulties high, but make a note of these new abilities and the difficulty numbers. That way it will get easier as the characters advance, but as GM you remain consistant.
And when frustration sets in, and your players put the Smack Down on the bad guy. Let them. Dont make it easy, this is simply another, less desired, route. thers a reason combat resolution is to be avoided, so dont hold back. But be reasonable... The bad guys are more than cut-out targets... Sfter a while some will surrender, some may even run-away... Very few will fight to the bitter end.
If your players can capture a prisoner as a result of a difficult fight, then you can still provide the relevant clues to help direct the plot. The important thing to remember is that the players are more important than the plot... Sure if they dont take the easy route, it wont be easy... And if they find something that I as GM never thought of... Well, I guess the bad guys never thought of it either, which could make things slightly easier!!!
But your right, there should be some conflict and action, some danger to the players, otherwise how can the players show these 'advanced sensibilities' of the Federation... Its just a bit of a shame that many Roleplayers are of the 'Hit it till its dead' school of combat...
Some food for thought
DanG/Darth Gurden
The Voice of Reason and Sith Lord
“Putting the FUNK! back into Dysfunctional!”
Coming soon. The USS Ganymede NCC-80107
"Ad astrae per scientia" (To the stars through knowledge)