WizarDru
Adventurer
dreaded_beast said:Have you ever had a game where you planned an adventure, made notes on every conceivable encounter you could imagine, planned for every contingency, then had it all fall apart because the players decided to turn back?
No, because I stopped plotting that tightly in, oh...1983.

No plan survives an encounter with the enem....er, party. D&D is an interactive story, and the players are equally responsible for the crafting of it (often moreso).
I "wing it" constantly, if you mean that while I have monster stats, some maps and 'talking points', I don't have a true ironclad plot, per se. It was easy enough to guide the party at 5th level...it's ridiculous at 23rd. I'm more concerned with knowing the NPCs and their motivations....for me, that drives the plot. Knowing that Chavram d'Chandangac has a specific goal in mind for himself AND the party means that I know how he'll react, at least in general, when one of the characters seeks to mutilate his own body in an act of defiance. I understand what Iuz will do if the players hunt down the evil druidic sects he's been waging a war on, or which way Orcus will jump if the players assualt his undead kingdom.
Different DMs have different strengths. Some DMs can run an entire game out of his pocket, with little or no preparation. Others can't function without all the details commited to paper. One of the potential weaknesses to 'winging it' is that of inconsistency and a lack of focus. On the other hand, such a DM, if he's good at it, can allow his players a huge degree of freedom. I generally thinking winging it, on a limited basis, is fine....as long as the DM is comfortable doing it.
One thing that's great about having a story hour is that I have a record of previous games, to help keep me honest on days when I wing it more than not.
