Ralif Redhammer
Legend
There’s something I read in the 4e Players Strategy Guide, of all places, that really struck with me. It was something along the lines of “there’s an implicit contract between DM and player that, yeah, you can do anything you want, including ignoring the obvious hooks for the adventure the DM has worked on. But if you do so, you’re probably going to have a poorer gaming experience.”
For my part, I try to account for the most likely possible player choices, but I will let the players go off on tangents and improvise. But I’ll also try to eventually steer them gently back on track. Maybe an NPC or an added encounter reinforces the danger they’re ignoring. Or the tangent they’re going on eventually just leads back to the main path.
I’ve seen other DMs just outright tell players “You’re not going to find anything there,” or “You investigate the mysterious library but find nothing of interest.” I really try not to do that, but especially in convention play when time is an issue, I can see the necessity.
For my part, I try to account for the most likely possible player choices, but I will let the players go off on tangents and improvise. But I’ll also try to eventually steer them gently back on track. Maybe an NPC or an added encounter reinforces the danger they’re ignoring. Or the tangent they’re going on eventually just leads back to the main path.
I’ve seen other DMs just outright tell players “You’re not going to find anything there,” or “You investigate the mysterious library but find nothing of interest.” I really try not to do that, but especially in convention play when time is an issue, I can see the necessity.