Don't do what DM Don't Does

After 3 weeks of hiatus we played D&D last night, and it was good. Two players, independently of one another, managed to throw my plans out of whack. This is actually a good thing since it proves to me that they’re not just resigned to let the wind take them whichever way it blows – that they are taking an active rather than a passive role in the story. I was worried that since they are in such a dangerous and precarious situation they have been paralyzed into doing nothing that could remotely compromise their safety. Pluses and minuses either way.

It’s also a good thing because I don’t want them to feel that “my plans” are the only way that the adventure can play out. Railroading in a campaign is the #1 “DM don’t.”