WISH #66: Pesky players
WISH 66 (original) is about plotting (and, tangentially, the necessity of same): GMs can spend hours designing an adventure and have their players take off in an entirely unexpected direction. How does a GM handle this—try and steer the players back to the designed plot, or hang back and see where the adventure goes? How does a player handle this? Stay on target or go with the flow? I’m inclined to disagree with the context of the question. “How does a GM handle this?” Well, which GM? ...