Been there. Players are so insane with the curveballs they throw. It’s why I don’t invest heavily into reading/planning on what’s specifically in the adventure packs anymore. I just write down a list of the most important rules for the campaign/universe and vibe the rest.
My players are the opposite. They seem to probe for the “right” railroad choice and I wish they’d throw me a curveball every so often! I’ll improvise if they let me!
I see some DMs with their 400 pages of notes going into session 0, and I’m just like “oh honey.” For me, it’s primarily a cooperative storytelling game, and you’re not being cooperative if you decide the story you want told up front.
I’m up to 24 pages of notes but in my defense about a third of that is recording what happened in previous sessions precisely because the party rarely does remotely what I was expecting and also I wanna remember the countless NPCs and relationships I came up with on the spot
Been there. Players are so insane with the curveballs they throw. It’s why I don’t invest heavily into reading/planning on what’s specifically in the adventure packs anymore. I just write down a list of the most important rules for the campaign/universe and vibe the rest.
My players are the opposite. They seem to probe for the “right” railroad choice and I wish they’d throw me a curveball every so often! I’ll improvise if they let me!
I see some DMs with their 400 pages of notes going into session 0, and I’m just like “oh honey.” For me, it’s primarily a cooperative storytelling game, and you’re not being cooperative if you decide the story you want told up front.
I’m up to 24 pages of notes but in my defense about a third of that is recording what happened in previous sessions precisely because the party rarely does remotely what I was expecting and also I wanna remember the countless NPCs and relationships I came up with on the spot
Notes from sessions are great, notes for sessions will usually leave someone very disappointed.