It’s no easy thing being a manipulative bastard. You make notes. You make outlines. You try to plan for contingencies, but you leave room for unexpected hijinks and improvisation. Your are the very model of evil plotting mastermind. So when your players inevitably ask you, “Did you plan for all this from the start!?” you will steeple your fingers together and say, “Yes, of course.” But you will be lying.

No matter how much blood, sweat, and notebook paper you put into planning a long-term campaign, you will have to make revisions on the fly. That’s where the aforementioned hijinks and improvisation come in.

I always put it like this. When I write a module, campaign outlines, or individual session notes, I try to include a “most likely path” for the adventure to unfold. “Most likely they will walk in through the front gate. Then they can try to fight the guarding. Then encounter the next thing in sequential order.” There’s a reason that dungeon rooms are numbered, after all. But the second you begin to assume that you can rely on that order of operations, your players will discover shovels and begin digging their own tunnels around your orderly flowchart/dungeon.

Learn to let them. Sure your “most likely plot” is cool. But the ones your players are enacting? That’s cooler.

And that leads us to the question of the day! It’s one for the GMs, and it goes something like this: Do you know how your campaign is going to end? Or do you opt for “what feels right” in the moment? Tell us all your plotful planning and sudden revisions down in the comments!