The best tool I have found as a DM is what my baseball coach used to call a ‘soft hands’ approach, which meant moving your hand back as you caught the ball, yielding to its approach to make the catch smoother and less painful. Likewise, as a DM, I find it best to give the plot some leeway for the players. If I give they select an option that I didn’t expect, I’m not going to plot-hammer them back into place, I am going to let them run with it.
Recently, my players were exploring the Underdark, and after making a friend in a drow NPC, they were offered a chance to return to the surface by his father, the archmage of the city of Fenzybyl. I had assumed that my players rampant distrust and hatred of drow would compel them to examine this deal in greater detail, to find out why this powerful (and evil) man wanted them gone so bad.
Instead, they agreed (even with the price tag of a Geas enforced favor to be named at a later date) without hesitation. Hmmm…now, many DM’s would have had something go wrong to prevent this from occuring, or reveal part of the plot to keep them from running away from it. But not me.
No, I let them return the surface (via the Astral Plane), and Pinic the Archmage succeeded at his ploy. What exactly he was planning is anyone’s guess. I can think of a number of reasons for getting rid of the players in this fashion. Their could have been removed because they would have gotten involved in something nefarious that he was planning. Also, a couple of travellers who were there and are suddenly gone make for convenient scapegoats. Hell, you could blame them for almost anything bad that happened, say, right around the time they vanished. But I digress…
When this happens, I don’t recommend vengeance on the players. But there is a debt to a certain piper, and he is relentless in his demand for his payment. And when the players have to pay this karmic debt, make it sting. You put a lot of work into your plot, and if they don’t look at it close enough, then they should be reminded to look a little closer.
Did I lose a massive amount of plot work from the planned Underdark excursions? Yes. But, this is the time to take a step back and look at things objectively. Most of my plots will still be useable, and if I can’t get them into this game, I’ll have the notebook till doomsday, and I can always use them later.
And while the price the PC’s pay will be steep, I’m going to make sure that I examine it objectively, and make DAMN sure that I don’t give them more than they (and the story) deserves. And if I take a perverse joy in putting the (justifiable) screws to them? Well, I’m only human.
Seeing that I honestly expected to be rolling up a new character by now, I’m just happy that Natalia survived. And I expect the screws to be put to us. WE AGREED TO HELP A DROW. I expect we’re going to learn a painful lesson very soon here. I kind of wonder if it will be something that shift Natalia’s alignment or lose her druidic abilities.
I also think it will make things more interesting.
Also, I’m glad you don’t hammer us to do exactly what you want. I’ve heard of DMs who have a very linear path for their players to follow and get pissed when players stray from that path, but 1) your players can’t read your mind, 2)this isn’t a start-to-finish story; it’s supposed to be more dynamic than that, 3) I don’t think players would put up with it for long because it sure as hell doesn’t sound fun to ME, and 4) I personally think it reflects on lack of skill on the DMs part. Or, at the very least, lack of preparation.
To me, DMing sounds harder than writing. Well, GOOD DMing does.