Players, a GM’s Nightmare

GM’s often view players the way men view women, “Can’t live with them, can’t live without them.” See this example. I found this comic in the links provided by Treasure Tables and the one linked above illustrates an awful lot of games I’ve run. It does not matter what you’ve set up, players will find a different way to do things and no matter what you say, will steadfastly resist being steered back in the direction of the original problem.

The best way to deal with this? Just go with it already! If you have that keylock on the door coded to the number that corresponds to the clue you gave them two games ago and they insist on looking for a sewer entrance? Create it on the spot! With traps! (And a 2nd keylock who’s number corresponds to the clue you gave them three games ago!)

Seriously, you and your group will be alot happier in the long run.