DM: Coming up soon is the Best Young Fliers Competition in Cloudsdale. Winning it is Rainbow Dash's best chance to becoming famous enough for the Grand Galloping Gala. Not to mention it'll impress the Wonderbolts and advance her stunt flying career.
Rainbow Dash: Woah...
Pinkie Pie: But wait! What do the rest of us do?!
DM: Twilight gets a letter from Princess Celestia, who will also be attending. The Princess wants the other five of you there as well – not only to cheer Rainbow on, but also because she suspects a plot is in motion to sabotage the contest. She's not sure yet how, from whom, or their goal, but regardless, she'd like the Elements of Harmony keeping an eye on things.
Fluttershy: O-Oh no. The Thieves Guild again?
DM: ...As I said, she doesn't know who yet–
Applejack: Don't even try that crap. Who else would it be? Cherry Jubilee? Zecora? ...That dragon from session two?
Rainbow Dash: DUDE, that would be the BEST.
Don't you hate it when your characters come up with a cooler version of the session you're already playing, and you suddenly have to figure out how to either work it in or one-up them without them realizing anything's been changed under the hood?
Don't you? Anyone...?
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I've came up with several ideas midseason, and I've learned not to just add them in because sometimes my mind just makes things overpowered and over complicated.
It happens often. The best thing a GM can do is to just pay attention and appear to be letting events roll. Part of what you want is to encourage players to roleplay and interact with each other and the NPC's, so as long as they are, you just sit back and let the conversation roll.
This is also a great cover for taking what the players are coming up with and weaving it into the story you're telling, especially if their idea is better than what you had. That way, they can feel good about having guessed the plot, and the players like you for having come up with a story they wanted to be part of.
I got to spend time with family, got an hourglass with metal shavings in it (there's a magnet on the stand that makes the shavings stand on end in a cool way), and a friend of mine drew me a picture of my OCs in a Christmas getup. So all in all, it was good.
Honestly, if party came up with "coolest version of what you playing", for me that means they are of rails. Which is already frustrating as it is. And I was doing rewrites of my plans so often, that now I am not planing anything for the first session at all. I just roll with it and based on what happened I build the rest of campaign.
This is why I believe in building the rails a session or two at a time, after asking the party where they want to go. "You're going on rails... just tell me where you want those rails to go."
I either stick with the original material or give the players what they want (so long as it works with the story). It really is the last thing they expect.
"Don't you hate it when your characters come up with a cooler version of the session you're already playing, and you suddenly have to figure out how to either work it in or one-up them without them realizing anything's been changed under the hood?"
No... because that means I don't have to write plot. I mean, I didn't write the plot anyway, but now I /really/ don't have to come up with it.
My sentiments exactly. When my players guess something that's way cooler than what I actually had planned, I smile enigmatically and steal it, usually making a couple tweaks to make it look like they just got really close. :P
Same. Less work and a better result? Why would I hate it? Indeed, it has been observed that I try to set my players up to do that kind of thing, with the expectation that they will (so I'm not "wasting" that much in the first place) - though I have enough set up in advance so the session can go on (and I can fill in the fine details as the party gets to them) if they don't.
No, I LOVE it when the players do the thinking for me. A group of players has much more creativity available than a GM, and in the end, it'll both make you look extra clever and give the players a good feeling of satisfaction when they think the option they spent half an hour figuring out was "actually right".
I even ran a ten part campaign where I only wrote the first and last scenario, and had the players run the other eight sessions, while giving the "guest storyteller" a briefing about the region they were traveling through and elements that "had" to be in the episode.
This is how I do it:
PC: Someone stole the ruby! It must be Admiral Monocle!
DM: Well, why would you think that?
PC: It's so obvious!
Then Admiral Monocle comes into town to pick up a gift for his daughters birthday or something while my planned thieves make a get-away. Guess who the players decide to tail?
Honestly? No, I don't mind it if players/characters come up with a better idea for me than what's going on. There are a few times someone has bothered to think ahead, and I reward that investment by making use of it.
In writing, I call this "Suicide of the Author," when the audience's idea is so much better than your own, you adopt it in place of what you had in mind.
I've been known to do this during my sessions. I tend to keep things a little open-ended, because with my playgroup, a rigid campaign is just asking for frustration. When someone proposes something promising, not only does it offer a way to concertize the campaign, the proposer gets to feel good for calling it.
Suicide of the Author's a fitting name, but I'd consider it a subset of the usual Death of an Author; It's still DoaA if it's the author themselves believing it.
Don't you? Anyone...?