Original Text: (From Chuck)
Your Game Master may leave subtle clues in the game to direct the players towards predesigned goals and into intended conflicts. Take careful note of these nonverbal hints and directions and for the love of Crom don’t do any of them.
What are you, a child or something?
I remember when this originally ran there were dozens of comments from people pointing out all of the holes in Chuck’s plan. Their GM instincts were kicking in and trying to yank Chuck back into line.
The real problem is that Casey here is slow on his feet. (A fatal flaw in a GM.) Sure, a decent GM would just say the Goblins have a back door, but Casey is not a decent GM. He doesn’t have “backdoor” in his notes, so he doesn’t have one in the world.
This is actually a common problem even for good GM’s: The players do something you didn’t intend, and you fail to adapt. Then hours after the game ends you suddenly realize a half dozen ways you could have better handled the situation to make it more fun or more interesting.
It really is hard to stay ahead of four other people all the time, even with the world-shaping GM powers at your disposal.
Not much to add, except I’m fond of the last line.