Tabletop, or pen-and-paper, roleplaying games provide
something most games do not – an unparalleled level of freedom for players to
take control of their characters and go where they want. This is one of the
medium’s strengths, allowing players to influence the direction of the game’s
story on the fly, without being restricted to a linear path or multiple choice
decisions. Some video games try to create a semblance of this, but they can
only ever go so far with the idea before they run into the limitations of a
preprogrammed world.
As a GM, I try to give players as much freedom as possible
in my campaigns. But the truth is that, at least for most games, some degree of
preparation is required to run a good game. So what do you do when your players
decide to take their freedom and run amok wherever they choose – going
anywhere, except where you intended for them to go?
The first suggestion I would give is this: Just go with it.
Seriously, your players probably know better what they want out of the game
right now than you do. Also, the ideas of four or five other people combined
are probably going to be better than what you had planned at least three
quarters of the time. Be ready to improvise, and just let the story go where it
may. Aside from that advice, if you really need some specific techniques to
help you improvise or cope with having your plans derailed, read on as I
consider briefly four such techniques.


