Lanefan
Victoria Rules
Sometimes these are true; other times the DM doesn't see the "problem" coming until it hits; and I put the word 'problem' in quotes as this sort of thing is only a problem if the group as a whole lets it be a problem. Players are (usually) creative people. Adventuring parties are surprisingly resilient things.The absolute statement's a bit too strong, but... For one thing, the GM will typically know that there's a problem before the players. The GM also knows better what's available to work with to move forward.
I guess I'm lucky, then, as pretty much every DM I've ever had was/is usually able to fly blind for long enough to keep the session going for the night no matter what we-as-players do, and tidy things up afterwards if need be. For my own part as a DM, I've almost always got at least one or two adventures or mini-adventures or ideas sitting in reserve in case the main adventure goes off the rails (many times the party is on its current adventure having had a choice of more than one adventure to do anyway, it's easy enough to fall back to plan B); failing that I can always wing something...and if I'm really stuck (which happens now and then despite my best intentions) wandering monsters can be a very good friend. (on at least one occasion in the past said wandering monsters have in fact become their own adventure)Where is that "something" coming from? How many times have people talked (and complained) about how long it takes to prepare adventures? If the PCs seek a new adventure in the middle of a session, is the GM likely to just have something that matches on hand, already prepped and ready to go? Not all GMs are magicians with, *poof* an adventure right out of their hat!
Depends. If the party in fact has the means to continue either within its own resources or by finding a plan B such as another access already present in the adventure and for whatever reason they don't do it, I'm not going to hold their hands. If the party's screwed due to no fault of their own e.g. the only key to the door got melted by a fireball last night and they've absolutely no other way through then I'll put something in.And, if the GM is going to improvise a whole new adventure on the spot, why not just improvise a way for the PCs to continue on the current adventure?
Sigh...those are players without any concept of a plan B.Picture this:
"Well, gee, we know the BBEG was going to smuggle 500 people into slavery to the orcs. But, I guess we'll just go shopping instead!"
"Nah, I don't wanna go shopping! I wanna quibble over who gets what magic item!"
"Okay, that sounds like a fun use of the next three hours of our time..."
Sound realistic?
Let's see...just from the tiny snippet of an example you give above the players could try sending the party to:
Plan B: Find and intercept and take out the orcs to whom the slaves were to be sold (then set up an ambush to take out the slavers on arrival)
Plan C: Find where the slaves-to-be are being held right now and bust 'em out
Plan D: Determine what route the slavers and slaves will be taking to get to the orcs and set up an intercept
Plan E: Find out where the orcs will be taking the slaves after purchase and either intercept en route or rescue once they're on site
Note however that all these options require some proactive information gathering by the characters, something that IME seems to be anathaema to some players.
Lan-"there's always a plan B"-efan