Last night, I ran a new adventure for my ongoing Warhammer campaign.
About a week before a new adventure, I start e-mailing the various members of my gaming group about the upcoming game session, asking them about the things they want their characters to do. I hate railroading. Hate it. So I prefer to let the players take the lead. Once the campaign is up and running, I prefer to let them grab the story elements that they like and determine the initial course of each adventure. If they don’t want to explore a castle, but would instead prefer to investigate the sewers, that’s fine. I’ll prep an adventure that at least starts at the sewers … and then I’ll take more authority over what happens from there.
Freedom isn’t always a good thing, though.
Before the adventure began, the players had reached the consensus that it was about time to finally find out what an evil nobleman and his creepy retinue were up to. Over the course of the past few adventures, they’d gotten several clues directly and indirectly linking this nobleman to a number of weird events occurring in the city of Kislev. The plan was to do a little reconnaissance around the manor house, figure out a way to get someone invited inside the manor house for some more snooping, and then depending on what they found, break into the manor house later that evening to find evidence of the nobleman’s nefarious plans.
So that was the adventure I prepped. No problem.
Five minutes after we got started, though … they decided that the plan was (1) premature, since they still didn’t have a clear idea of what they were looking for (they wanted evidence of the nobleman’s bad deeds, but weren’t sure what that would be), and (2) asking for more trouble that it might be worth if they got caught. (And I can’t say I fault them on their logic!) So the plan was completely abandoned, and they decided to do other things instead.
And absolutely nothing I had prepped had anything to do with the new plans they wanted to try instead.
What to do?
Fortunately, I’ve gamed with these guys a long time. So I had some ideas.
Here’s a few of them, in case you ever find yourself as a game master in a similar situation:
Mapping. No, not a literal map, but something equally helpful. Whenever I’m writing an adventure idea for a campaign, I create what I call a road map – namely, the logical sequence of where certain adventures may lead. If I have the players investigating a warren of rat-men in the sewers, I know that at some point they should find clues to the wherebouts of the Gray Seer that leads the rat-men, or a bigger warren, or the giant warpfire engine being constructed beneath the city. In other words, whenever the players decide to pick up the threads of an adventure that they’ve left fallow for a while (“Hey, remember that coded map we found in the rat-men’s lair? Maybe we should find a sage who can help us decipher it!), I already know where that adventure thread might lead.
Strong supporting characters. I tend to pre-populate my campaign settings with a number of strong NPCs. For each one, I give a quick breakdown of their personality, of their goals and agendas, and most importantly, how they link to each adventure thread I’ve already put in place. (As for the NPCs I make on the fly – I’m looking at you, hundreds of barkeeps I’ve created over the years! – each one gets a similar treatment right after an adventure ends, while the details of the most recent adventure is fresh in my head.) Players will latch onto the words of the most obscure NPCs sometimes, for whatever the reason, so I like being prepared to have those NPCs steer the adventure back on course, or back towards something I at least can manage better.
Improvise. While a good campaign requires a bit of careful prep work by the game master (in my own humble opinion, anyway), sometimes it’s good to go with the flow and just let things happen. The important thing I’ve found in improvising is letting the players take the lead. Let them determine where the action is going to go. If I’m trying to make stuff up out of whole cloth on the fly, I know a lot of times what I try to do isn’t that strong, or doesn’t really fit the campaign well. On the other hand, if I’m just reacting to what the players try to do … I can adapt the pre-existing campaign ideas that I have to fit their actions. If they talk to a particular NPC, for example, and the conversation starts going a certain way I can tailor the answers to fit the direction I want the adventure to go.
As an example:
(Player: “Have you heard about the people disappearing near the docks?”)
(NPC: “Yes, strange, isn’t it? Most of them seem to have worked for the Serpent’s Breath Trading House.”)
(Player: “Really?”)
And I’ve nudged them closer to investigating the Serpent’s Breath Trading House. If I’d just dropped this information on the players out of the blue, they might follow up on it, or might not. Since they were actively seeking this information in the example above, though, they’re more invested in it, and it’s pretty much guaranteed that they’ll follow up on the lead. It’s a truism I’ve found throughout my years of gaming – players don’t trust clues that are simply handed to them, but they’ll implicitly follow the ones they think they’ve discovered on their own.
A caveat to improvising: when you improvise, you’re essentially committing to whatever you’re coming up with off the top of your head. It’s hard to take stuff back sometimes. I love to improvise, but a good rule of thumb I’ve found is to simply take your time. Before you decide that the kindly barkeep the player characters have befriended is really an evil cultist, and that’s the hook you’re going to use to get them headed off to fight some other cultists … just take a moment. Actually think “is this something I want to do?” before you go ahead and do it. If the players have befriended the barkeep and this seems totally out-of-character, or if you’d had other plans for how the barkeep might factor later on into the campaign, you might want to stop and think of something else. If not, go for it.
Anyway.
There was a lot of improvising last night, and a lot of picking up dormant adventure threads. And it all worked out pretty well in the end. The players managed to figure out a bunch of mysteries that had been perplexing them for a while, and connected two storylines in the campaign that they previously believed had been totally unrelated. In some ways, we had a lot more fun – and got a lot more accomplished – than if they’d just investigated the manor house.
But when they finally investigate that manor house, I’ll be ready.
I have a whole adventure for it prepped and ready to go.


