Prep the Problem. Let the Party Break It.

A small, useful mess beats six pages of things your players won't do.
Your Dungeon Master
Jack McDade
Updated
October 2026

The plan was simple. The party would sneak into the mill, overhear the bandit captain, steal his ledger, and escape through the cellar.

The party has purchased six goats and would like to know whether the mill offers a group discount.

You could spend the evening nudging them toward your cellar. Or you could find out what happens when six goats become the captain's problem. A little different prep makes the second option much easier.

Prepare what people want

Justin Alexander's Don't Prep Plots makes a useful distinction between planning a sequence of events and preparing the circumstances the players will encounter. You can give yourself plenty to work with while leaving their decisions open.

For the mill, write a handful of facts:

  • The captain wants to sell a stolen ledger before its owner finds him.
  • His guards want their overdue pay. One is considering leaving.
  • The miller wants her building back, preferably with the roof attached.
  • The buyer arrives at moonrise, whether the party is ready or not.

Now you know how people might respond to a bribe, a threat, an overheard conversation, or a suspiciously generous livestock delivery. You haven't had to predict which one the players will try.

Give yourself a place you understand

Sketch a few connected spaces: the bridge, the main floor, the loft, and the cellar. Note where the guards spend their time, which door is locked, and what the river sounds like near the wheel.

You don't need a lovingly rendered floor plan for the staff bathroom. You need enough physical detail to answer a reasonable question.

“Could we get in through the loft?” becomes easy when you've already noted that there's a loading hatch and a pulley. Whether they climb, bluff, borrow a ladder, or recruit a remarkably athletic goat is a problem the players get to enjoy.

Know what happens if nobody interferes

Give the opposition a short plan that works without the characters.

At moonrise, the buyer arrives by boat. The captain shows the ledger. They exchange it for silver, and the buyer leaves downriver.

That's useful pressure, not a mandatory ending. If the party steals the boat, warns the buyer, or gets the captain arrested at dinner, change the plan to reflect what just happened. A timeline is a description of people's intentions, not a prophecy you're obliged to fulfill.

Mike Shea's Setting Up Situations offers another practical way to think about locations, inhabitants, goals, and complications. His book, Return of the Lazy Dungeon Master, is useful if your prep regularly grows longer than the session it's meant to support.

Keep the consequences, lose the steering wheel

The players' idea doesn't automatically work because it made you laugh. Guards can be suspicious. Goats can be loud. A character trying something risky may still need to roll.

Explain what the characters can reasonably anticipate, then resolve their actions fairly. If the goat delivery succeeds, let it create an opening. If it fails, decide what the captain does with this very strange new information. You have his goal, his resources, and an increasingly crowded courtyard to work with.

For next session, try one location, a few people with conflicting wants, and a deadline. Leave the players' solution unwritten. You'll have useful notes whichever door they choose, and you might finally get to enjoy being surprised by your own game.