One of my players offered themself up as a hostage to get the others out of a losing fight alive, which was a great twist in the story but now I need to run two branches until the others can attempt a rescue
Fortunately we are playing Lancer, so it's entirely in keeping with the setting for the others to drop from orbit in big mechs to explode things until they get their friend back!
In the meantime there was going to be a thing about working with some rebels behind enemy lines anyway, so they're going to break the hostage out of captivity at the cost of not having the resources to help in a later conflict
I usually just kept a list of what the various factions are up to. If the players were like "ok let's go see if we can convince Priscilla to smuggle the uranium with her drug stuff" I have a rough idea of what she's up to and if she'd help, or help at what cost.
I gave up prepping "main quest" stuff when my players wanted to find out more about some curse affecting them, and decided the most logical thing to do is kidnap the head of their religion (who one of the players directly reports to), interrogate him, and hold him hostage. Instead of, you know, asking 😅
They eventually backed off of that plan due to concerns of some other PCs, but it was pretty close
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like "do you want a clue?". They were like yes. I was like "if you just want to talk to them, why don't you try calling them on the phone?"
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like "do you want a clue?". They were like yes. I was like "if you just want to talk to them, why don't you try calling them on the phone?"
Think of that bell curve meme, I think they're actually very experienced.
Left side - thinks the main quest will happen, preps that
Middle - thinks side quests will happen instead of main quest, preps that
Right side - thinks about side quests but preps nothing, knowing that neither the main quest or side quests will happen, because the players latch onto a completely innocuous detail that you ad-libbed during a description