Dealing with logical but gamebreaking requests

You've already gotten plenty of advice on how to run with things like this, so I won't belabor that point. I would note, however, that you shouldn't think of the high-level ritual as a reward for the players, be it 10th or 24th level. It's a one-shot item used in the course of the adventure. They can't save it up or use it later -- it's right now, for this scenario, or not at all. Now, if they negotiate with the library for a future favor, where they will use a ritual to help the PCs out on some other matter, that IS a reward, and that is a bigger possible concern. A free use of a ritual at any point in time of the PC's choosing has a much bigger chance of messing up your game than them using it in a specific situation like this, where you already know who the bad guys are and what they're doing.
 

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Lest we forget, this problem isn't limited to GMs alone. I can remember reading/playing in a number of Ye Olde 1e modules where this sort of thing stood out like a sore thumb. Amongst other problems, like assuming that the PCs would do something that your group would never do.
 

Lest we forget, this problem isn't limited to GMs alone. I can remember reading/playing in a number of Ye Olde 1e modules where this sort of thing stood out like a sore thumb. Amongst other problems, like assuming that the PCs would do something that your group would never do.

This is why any module for any edition should be modified by the DM to suit the campaign and the needs of his/her players rather than being run off the shelf.
 

Speaking of "starting an item shop, adventures result," there's a cute indie game called Reccettear: An Item Shop's Tale which is ripe with hilarious ideas to be plucked if a campaign ever did take the shopkeeper turn. (The game is also addictive...)

... Especially when the hobos come to steal your cuteness.
 

There is a technique where you as the DM say "Yes, but..." to most ideas the players come up with. So if the players think of a solution, let them run with it, but put an obstacle in the way.

For example, if the players want to ask for a sage's help, say "Yes, but the university's senior diviners are on a spiritual retreat in the mountains two days west of the city." So now the players have a choice between doing their own investigations, or spending time riding to the mountains. Heck, maybe they'll even split up the party.
 






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