Unexpected directions and plotlines

Gnome Stew has a great article about how to deal with situations where players will quite often latch on to a minor detail and turn it into something greater than what you, as a GM, intended. I know I’ve run into this before, myself, and while it’s sometimes hard to really fly by the seat of your pants sometimes, it’s definitely rewarding if you can find a way to turn the players’ focus on that minor element into something rewarding, even if it’s ultimately irrelevant to the overall plot.

Check out the article on Gnome Stew

Also, check out this small article about prepping for a game that I definitely agree with. It’s about saving details as you think of them and fleshing them out later. I, personally, used this method for a sandbox-style D&D campaign I ran last year that went very well.

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Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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