I have noticed that in my games, I tend to ‘plan ahead’ quite a bit. The worst thing I notice I have been doing is to try to solve the situations I come up with in advance for my players. Apparently I want to make sure there is an solution to the problem I put in front of them, I know what will happen if they do X, ask about Y, etc. This may be something I carried over from my D&D GM’ing.
To clarify: I’m not talking about the larger scale dangers/fronts or first sessions, but the smaller things that happen a dozen times during a session ‘along the way’. Before they enter a room, examine an object or get into a fight, I feel like I should know everything there is to know about it. This can easily lead to railroading or me forgetting to ask questions.
This feels very much against the spirit of ‘playing to find out what happens’ of DW, so i’m trying to get myself to stop this! That said, i’m not the best at improvising interesting encounters on the spot. Dungeon starters solve most of that for first sessions, but they don’t really help me after that.
How much detail do you guys&girls prep for your encounters/dungeons/rooms mid-campaign? And how do you go about creating interesting scenario’s for your players, while leaving room for their creative input and ‘playing to find out what happens’?