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GameMastery Guide / Getting Started / Preparing to Run a Game / Seven Essentials for Good Preperation

Lay a few Alternate Plans

Source GameMastery Guide pg. 17
There’s an adage in military circles: no plan survives contact with the enemy. Sometimes players head off in directions you didn’t anticipate, defeat your primary villain with a few rolls, miss an obvious clue, or lose a key battle. You can take such developments in stride by considering a few contingencies that can set your plot back on track. Start by thinking about how things might go astray. Does some key individual drive your plot? Do the characters need to learn something before they can succeed? Is there a danger that, if overlooked, can defeat your party? Once you’ve identified the key stumbling blocks, think of plausible ways to repair the damage if the worst happens.

Of course, sometimes you still won’t be able to prepare for player actions. When things go astray, it’s generally the most fun for everyone to play along, exploring the new story and using it to gently nudge the game back onto the original track. Sticking without exception to a prepared plot makes players feel powerless, and part of the fun of being a GM is being surprised by your players. Go with it.