Odhanan
Adventurer
I don't think the problem would be "PCs who are too smart". That's a sort of condescending outlook at the situation from a DM's part.
Whenever you've got an issue with the game, as a DM or player, you shouldn't so much ask yourself who holds the most responsability in the situation (whether the players are getting out of the adventure or not, whether they're too bold, whether you know how to improvise or not, etc) as you should be wondering what you, DM, can do about it. Look at what you can do instead of what you and the players have done. It's much easier to control and tailor your own actions and reactions than the actions and reactions of others during the game (plus, it breaks the suspension of disbelief when you do that. Like yelling to the players "Have fun, dammit!" -doesn't help much really).
Instead, always assume as a DM that the players will inevitably come up with solutions, plans and actions that you did not foresee. Sure, you can come to know the people you play with and thus plan for probable courses of action, but you won't ever be accurate 100% of the time.
And this is great!
Great, because it makes the game fun for you as well. If everything was set and you could foresee the actions of the PCs all the time, the game would become quite boring for you, DM. Parts of the best moments of running games for me come when PCs imagine some course of action, or some interpretation of clues disseminated within the game, that I did not foresee at all. I just roll with it, "keep the game going", and it makes all the difference for me, because then, my imagination and adaptability are challenged.
A DM who would not want to be challenged by the players' ideas and PCs actions would have to reconsider his role as a DM.
Whenever you've got an issue with the game, as a DM or player, you shouldn't so much ask yourself who holds the most responsability in the situation (whether the players are getting out of the adventure or not, whether they're too bold, whether you know how to improvise or not, etc) as you should be wondering what you, DM, can do about it. Look at what you can do instead of what you and the players have done. It's much easier to control and tailor your own actions and reactions than the actions and reactions of others during the game (plus, it breaks the suspension of disbelief when you do that. Like yelling to the players "Have fun, dammit!" -doesn't help much really).
Instead, always assume as a DM that the players will inevitably come up with solutions, plans and actions that you did not foresee. Sure, you can come to know the people you play with and thus plan for probable courses of action, but you won't ever be accurate 100% of the time.
And this is great!
Great, because it makes the game fun for you as well. If everything was set and you could foresee the actions of the PCs all the time, the game would become quite boring for you, DM. Parts of the best moments of running games for me come when PCs imagine some course of action, or some interpretation of clues disseminated within the game, that I did not foresee at all. I just roll with it, "keep the game going", and it makes all the difference for me, because then, my imagination and adaptability are challenged.
A DM who would not want to be challenged by the players' ideas and PCs actions would have to reconsider his role as a DM.