[QUOTE=smiling bandit]
Yeah, but I just stopped making up material after awhile. They kept bypassing everything, and it’s kinda nice that they put so much effort into it, but I wind up spending a lot of time on stuff which never takes gets used.
[/QUOTE]
Then you don’t know much about stage magic.
If you want someone to be impressed with your skill, you let them choose any card in the deck, as long as it’s the seven of diamonds, but you don’t tell them the last part. You just give them absolute choice, and whatever they choose ends up being the card that you happen to have prepared ahead of time.
Same thing applies to being a DM. Next bar they go into WILL be the one that has the fight sequence in it. The fork in the road they take WILL be the one that leads to the haunted house. Whoever they talk with next WILL be the duke’s disgruntled lycanthropic ex-girlfriend. They can wander anywhere, but wherever they wander, there the plot is. Done subtly, this works wonders.
The second important point, and I’ll restate it, is that the world is dynamic. The bad guys need to have a plan, and you need to have something of a timetable for that plan. It can also include the resistance of other good guys, if you’re feeling adroit, but that’s tricky to pull off well; the basic level is to assume that the villains are going to win, absent action by the PCs. For jokers like your group, the villains needs to have graduated obviousness: start off insidious, but get increasingly overt and awful until the PCs either take the hint or they die. Either option is acceptable. They find the plot or it finds them.
A third point is one that prevented me from teaming up with an excellent DM to write an adventure and try to get it published. I had a lot of fun running a story very loosely based on The Maltese Falcon (briefly: PCs find themselves owners of a powerful magical item, placing them in the center of a lot of political struggles, which is made all the more difficult by the fact that the item is a forgery), and I wanted to write it up with this guy. My philosophy is that an adventure should have some problems that require roleplaying finesse. He disagreed: he said that, to satisfy all gamer types, every adventure should be solveable if the PCs accumulate a big enough pile of bodies, a la Payback or any Sam Peckinpah movie.
I couldn’t write like that; it went too much against my DMing grain. But I suspect he’s right.
Daniel