Point two is about where the plot should go. The GM might lay out everything the player characters would need to sneak into an enemy fortress, including scrounged guard uniforms and a supply delivery wagon, expecting the heroes to slip in, steal the stolen relic, then return it to the local villagers quietly. For the GM, that’s the most obvious solution.
Unfortunately, the players have their own ideas. One wants to rally the local villagers to storm the walls. Another wants to stuff a rock into the gullet of a rotting raccoon carcass and drop it into the well. Another wants to spoil the supplies before they’re delivered to poison them that way. In short, GMs learn quickly that flexibility is important because players are unpredictable; you can’t predict what course of action they’ll think is best.
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