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Here's my answer:
We usually let the group do whatever but when things need to go a certain way we have a NPC who is named the Clue Master. He shows up in any game and he always looks the same. Wide brimmed hat, long duster cloak, white shirt and white gloves carrying a fine silver tray with two envelopes on it. The PC's pick one and then he leaves. Most of the time the PC's take the clue... most, not all. :]

CourtFool |

I have a general plan, but keeping my players on track is like herding cats, frankly...
Back in the day…my players always surprised me and we always had more fun when they followed whatever lead seemed most interesting to them. I GM by the seat of my pants. It saves on prep time and the players get to explore what interests them most.
It does require learning to improv. I have learned a few tricks over the years. Use player's ideas against them. Draw from your own experiences. Go with whatever seems coolest at the moment, you can figure out all that boring 'why' stuff later. Keep plenty of hooks handy to drop in when things start to drag.