Jump to section

Helgi
Sep 19, 2025 · 5 min read
Murphy’s First Law for Game Masters

Murphy’s First Law ("If anything can go wrong, it will") hits hard at the tabletop. No matter how tight your plot is, your players will eventually go rogue. If you're not ready, it can leave you scrambling to keep the game on track. But with the right mindset and tools, you can handle surprise twists and even come to enjoy them.
Two Golden Rules for Storytelling
Rule #1: Don’t Be Afraid to Say “Yes”
If a player throws out something unexpected that fits the tone or direction of the story, say yes. Run with it. The best moments in TTRPGs often come from surprises. You, as the Game Master, aren't here to predict every turn; you’re here to ride the wave.
Rule #2: Don’t Be Afraid to Say “No”
On the flip side, not every idea should make it to the table. If a player’s action would sabotage the story, group cohesion, or campaign tone, you’re within your rights to shut it down. Long-term narrative health matters.
Pro tip: Use Rule #2 during character creation. Save Rule #1 for the table. Think of it like martial arts: the more you sweat in training, the less you bleed in the street.
Babyproofing Your Story: Techniques That Work
Even if you want a freeform experience, you need structure. Here’s how to subtly guide your players without railroading them.
The Gilded Cage
One-shots or narrow-focus adventures benefit from invisible boundaries. Set up the session so players can’t stray too far while still feeling like they have options.
Example: I once ran a game set in the Andes. It opened mid-flight from Lima to Caracas. Hijackers crash the plane in the mountains. Boom: plot locked. I still asked players what they wanted to do and leaned hard on Rule #1. Afterward, no one suspected it had been railroaded. Setup hides the tracks.
Conditional Choice
Give multiple solutions to a problem, but make one clearly more appealing. Let poor decisions have consequences. This subtly trains players to pursue the “better” path without feeling boxed in.
Hook, Line, and Sinker
Before Session 0, prepare two things:
- The Teaser: A mood-setting blurb that hints at the tone and stakes.
- The Hook: A short prompt that ties all characters together.
Example: For a Hunter: The Vigil campaign, I used the hook, “You all play in the same weekly poker game.” When something attacked someone linked to the group, it felt personal and immediate. A simple hook builds emotional buy-in from the start.
Know Where You’re Going
Before Session 1, decide what happens if the players do nothing. Make it dire: war, plague, cosmic horror. Then work backward:
- What must change to avoid it?
- What could the players do?
- What allies or resources might they need?
This creates a flexible backbone. When players veer off the road, you’ll have a compass.

Be Like Water
In TTRPG terms: adapt. Flow around obstacles. Don’t force players down a path. If they change direction, ride the wave, then gently steer them back. Sometimes the detour is small. Sometimes it changes the campaign. Either way, stay fluid. You’re still in control, even when it doesn’t look like it.
Final Thought: It’s About Fun, Not Notes
Your job isn’t to force the story to match your prep. Your job is to keep the shared narrative compelling and fun for everyone at the table.
Build strong foundations. Adapt with confidence. Embrace the surprises and watch the magic happen.
TL;DR
- Murphy’s Law will hit your game. Be ready.
- Say “yes” when it serves the story, “no” when it doesn’t.
- Build adventures that guide without railroading.
- Use Hooks and Teasers to tie characters together early.
- Always know what happens if the players do nothing.
- Adapt like water. You’re in control even when improvising.
Next Steps
FAQ
Q: What if my players completely derail the campaign?
A: Let them... for a bit. See where it goes. Then find a natural way to reintroduce the main plot.
Q: Can I prepare for improvisation?
A: Absolutely. Prep NPCs, locations, and “what if” events. Then plug them in where needed.
Q: How do I guide without railroading?
A: Offer choices with consequences. Make one option clearly better, but let players discover that themselves.