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Something that's happening frequently at my table recently is that the players are making choices deliberately to waste my preparation.

If they see something that obviously took some preparation that they can skip, they'll skip it on purpose and then laugh at ruining my plans. If they learn that I've done more preparation work for one choice than for another, then they'll take the option that wastes more of my preparation and then laugh about it. (They'll do this even if it's just because if they take that option, I need more material prepared, not that I prefer that option.)

For examples:

  1. (This was last session.) They are traveling through a desert when they spot a static tornado/giant dust devil a few hundred feet ahead of them. They approach and see that the tornado thing is swirling inside an ancient amphitheatre and that there's a music being played inside. The sand seems to swirl around the amphitheatre along the rhythm of the music.

    Then the players go like "Oh, that seems curious, I bet you want to trap us inside that! Let's go guys! I ignore the tornado and continue walking on our way. Sorry DM, not this time." Then I'm like

    "... Okay... You continue on your way..." Puts notes related to that aside

    "We did it again guys!"
    Players start laughing.

    (The rough version of what would have happened if they'd investigated: They would have found a Simulacrum of a very famous NPC that's playing the music inside the amphitheatre, after a test she would teach the bard a stronger version of Mold Earth and maybe tell them somethings about the desert if they asked her.)

  2. An example where there were multiple paths that they could choose to get to a place:

    When they were trying to get to a village at the top of a mountain, they could hike the mountain and invade the village through the front gates, or try to sneak through some caves that would lead them directly to where they wanted. The group likes the stealth approach and I had prepared for that — I had maps for the cave and stuff. They choose to hike just because I had prepared the caves that much.

Some things to consider:

  • I never gave them a reason to think that unusual things are “the DM's traps”. I have never pushed the "you activated my trap card" button, like locking the players inside a trap room with monsters or anything like that.

  • PC deaths are quite rare on my table, and when they do happen, the bard quickly fixes that with revivify.

  • They are mostly, if not always, fully rested when they find “side quest” things like that.

  • “Side quest” content is pretty much always related to the main quest in some way. This might give them some info on something they didn't know about, a new magic items, some ability/spell that gives them another option later on and things like that.

    The players know this. Our sessions are short so I've told them that we don't have much time for completely unrelated content to the main quest. The players want the story to move on, so almost everything is related.

  • Later on when they should/could use the information/power/whatever they get confused/frustrated that they can't go that way/don't quite fully understands what's happening.

  • There's never only one right answer/way to the objective, but there sure are optimal/more rewarding ones.

  • The only thing I can think of for why the players are avoiding side quests is that a few weeks ago, they were doing one of these side quests with one player that was an oathbreaker paladin. At one point there were 3 of the 5 players in a meeting with a few lords of the city. The paladin started insulting the Lords, and even used his channel divinity to frighten them. When they demanded that he leave he attacked them. The other 2 players followed his lead and the 3 of them died.

    But they realized that that was stupid and not my fault. That's the only thing remotely like having a bad experience with a side quest.

So, they're skipping through the content that I prepared for the session, on purpose, for some quick laughs about ruining my preparation. Skipping this stuff will frustrate them later on, and I lost my time preparing for something that won't see the light of the day.

In the end, everyone loses.

I don't have that much time to prepare for multiple paths, so I usually focus on one, having only mental notes for the others. Skipping through what I'm mostly prepared for usually hurts the session as a whole.

I know that "Extra" and "Sidequest" means "hey, this is not MANDATORY", but if they don't have much reason to skip it, should I still just play along with 'OK"?

Is this just another "talk to your players situation"? I'm somewhat a new DM, so this might just be a part of it and I don't know.

I just wanna leave a disclaimer here.

I like my players, I really do. They are overall awesome and dedicated players, but it became some sort of trope or joke for them to skip things like this. It may be related to the case I talked about, it may not, it's not like they do this every single time, but they do it 2 out of 3 times without much reason. So, I just wanted to say that they are amazing players and that this is the only thing that I wanted to try to "fix".

Manner
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    ♦ Reminder: Please do not answer in comments on this stack (including partial answers or alternative solutions) because comments do not support features like proper voting and the wiki-style editing that allow us to vet, correct, and improve the content. Comments are strictly for helping improve the post, not for helping solve the problem. – SevenSidedDie Feb 23 '18 at 18:35
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    "This is a bad answer" is not a reason to answer in comments. – mxyzplk Feb 26 '18 at 18:50
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    We the mods see the flags that the wide range of opinionated and poorly-substantiated answers this question is getting, and encourage the community to handle it themselves. If an answer does not Back It Up! with expertise about doing that thing - downvote it. If an answer doesn't seem to even address the same game, vote to delete it. While sometimes we muster the strength to wade into a swamp like this, get the OP to put more qualifiers in their question, post notice and delete poor quality answers, we'd also like the community to do a better job of doing it without requiring us. – mxyzplk Feb 26 '18 at 18:53

26 Answers26

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If they habitually skip the prepared content: "That's all I've got. See you next time."

If you've prepared a certain amount of content and the players choose to skip it without a convincing in-character rationale and while mocking you as the DM, then tell them they arrived at their destination without incident... and just end the session, right then and there. Pack your stuff up and move on with the evening or whatever post-game plans you had.

Be honest and explain that that's all the content you had time to prepare for that session and that anything else you might come up with on the fly would be less entertaining and lower quality than what you had spent your limited time and energy to prepare in the first place, because you prefer to present content that you've had time to craft and polish.

Don't be vindictive about it. Just be clear and to the point. Moreover, if the conventions of your campaign do not normally allow players to retcon character decisions that the players themselves later regret then do not treat this case any differently. Unless there's a plausible reason for the characters to change their mind after reaching their destination without incident, then the players do not get a second chance to experience the content.

I've had success with this technique as a DM and with a similar technique as a teacher.* It really only takes one aborted session for people to get the point: your time is limited and valuable, so don't intentionally squander it, because that inconveniences and insults you.

(* An example: I told my students to be prepared to discuss a topic during the next session, but nobody reviewed the material, so nobody was prepared to discuss it when I started the next session. I dismissed the class in the first minute, telling them I was going to work on some important grading and that I would see them again next time if they were prepared. They were, indeed, prepared next time, above and beyond my original expectations.)

Bloodcinder
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Show Them Why

Before discussing it "off the table", you should first try to integrate this issue into the narrative. Based on some of your comments, it sounds like there's a bit of an adversarial tone between your PCs and you. This is a common attitude in newer groups, and one that is discouraged by having the DM tell an honest story. Have the narrative provide reasonable and informed options to the players.

If they are passing up plot-related scenarios, then have the NPCs or even the world at large address this. For example, have the nearby king demand to know why they didn't investigate the magical tornado a few miles outside of his town. Any of their associated guilds should send them assignments or missions to pursue these things. Perhaps a relation from one of your characters writes them a letter to find out why so many travelers have gone missing when walking through the forest by moonlight.

If they're passing up on fun side quests, you can even include teasers from other NPC groups - imagine that while they're sitting in the tavern instead of exploring that inexplicable mummy's tomb, they see a group of NPCs come in and show off their new magical items or boxes full of gold that they found while plundering the tomb.

In other worlds, demonstrate that ignoring world elements has repercussions. These can be in the form of negatives for them (like punishments from a local authority figure), or in the form of missed-opportunities (like not gaining a powerful magic item). Generally speaking, players want loot and success. There has to be motivation for them to risk their PC's lives, and that motivation can either be story progression or character improvement. Show them that these things exist.

Some groups are motivated enough by "hey that's a weird thing over there, let's go look at it because why else are we at the table today?" but others are more discriminating, either because that's "what [their] character would do" or because they're cynical gamers who fear a wrathful DM. Regardless of their motivation, adapt your storytelling to accommodate it.

Only when this failed - when your PCs do not want what you are clearly offering - would I start discussing the issue outside of the game.

WannabeCoder
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    Related, particularly the incorporated comment about NPCs getting stuff the players passed up: https://rpg.stackexchange.com/a/77149/23970 – nitsua60 Feb 23 '18 at 14:35
  • NPC adventurers to PCs: Hey, look at this Staff of the Magi we found in this desert tomb! – User 23415 Jan 07 '23 at 23:35
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Invest less of your prep time in skippable events

Here's an example of a skippable event: "You see a weird thing. Want to go poke it?"

Here's an example of a non-skippable event: "Night is falling, and you hear wolves howling. The howling is coming from in front of you and behind you, and it's getting closer. The howling behind you sounds different -- deeper, somehow alien. Whatever's behind you, it isn't a wolf. What do you do?"

Here's an example of a motivated event: "Your NPC friend was infested by a purple fungus. If you guys don't find a cure, he'll turn into a fungus himself, which might infest most of the village if you let it emit spores. There's a fungusbane sword which we know can cure this, but it was lost in the swamp when the hero wielding it was overwhelmed by fungi. Now you guys are in the swamp, near where you think the sword is, and you see a weird thing. Want to go poke it?"

The non-skippable events can still be fun -- the players have some interesting options they can employ, like running for defensible terrain, or trying to attack one of the groups of monsters before the other can reinforce it. (And if they do somehow find a clever way to skip an event you'd thought was non-skippable, congratulate them and move on!)

But the motivated events are better. The trick is to get the players to agree to the motivation! If they declare that their characters are antisocial loners who don't care about anyone but themselves, you might have to switch to rumors of treasure to get them engaged with the story. But most groups will respond to a message like "your friend is sick and needs help".

Keep doing the skippable events, though

It sounds like your players are enjoying the "ha ha, we're not going to walk into a trap" routine. If they're having fun, keep serving them obvious traps to not walk into. Just -- don't put as much prep time into them, is all.

Dan B
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    This answer is a great trailhead into a style of DMing that really helped make my games better, which is detailed in a book called "The Lazy DM" by Sly Flourish. It outlines how to not prepare for a game session that seems counter-intuitive, but once practiced, really amplifies your ability to improvise. It comes down to the way in which you plan your storylines, and uses index cards as a tool to help you develop them and quickly adapt to the inevitable unexpected actions of your players: http://slyflourish.com/lazydm/ – L0j1k Feb 28 '18 at 05:12
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The easiest way would indeed be to talk about the social contract at your table

If you don't have the time to prepare a lot of different paths and you want to focus on one way then you should tell your players that you would appreciate if they take the bait - at least from time to time. It's not like this is hurting them in some way according to your description. They are there to play the game after all. And the way you described this it sounds a bit rude from the perspective of being a relatively new DM myself. Creating new content that you think will be interesting is quite some work and it would be nice if people could appreciate that. Laughing at the fact that they willingly ignored something would feel to me like a statement similar to "We don't appreciate it - your fault for doing so much work for nothing", which is definitely something I would point out.

I've had players skip parts because they were afraid. In those cases I would normally allow a couple easy skill checks to get a rough feeling for what is awaiting them. For example I once used someone with a fireball spell when they were standing packed together. They became afraid of small corridors basically immediately, so allowing them to scout ahead, know something about an enemies fire affinity and spellcasting abilities or giving them bigger corridors was enough to help them in-game. If it continued I'd have talked to them in a style of "Hey guys, you remember that fireball? You didn't catch the warnings the first time, but you'll see them the next time. No need to be afraid of every corridor."

If you want to try an in-game approach you might also have NPCs give them information about the powerlevel of the dangers waiting and the possible treasures. I'd be so glad if you could get my priced family heirloom that I would be willing to talk to the mayor about giving you the special armor of plot! We lost two of our three rangers in the last week that were scouting there. The returning one reported that there were lots of Spiders and they even seemed to be able to kill an Owlbear, though the Owlbear seemed to have killed quite a few of them...

Maybe they will give you a good reason for why they are not taking the bait and saying things like "Sorry DM, not this time". It sounds like there was a time when something happened that they still remember. Maybe there was a time when going the side track was a problem because they lost something on the main path and didn't realize there was some sort of time limit. Unspoken expectations from both sides about how this game works could be a problem.

It could be that they feel a bit railroaded and want to choose one path or another just for the sake of choosing something. Maybe you could try to use one of the things that you prepared and didn't use and adapt it a bit to each session and then prepare another thing as usual. That way you will have two things at hand in case they want to say whether they want to go left or right.

A session 0 as a session x.5 might be a good idea if this situation happens repeatedly. The focus should be on why they are doing this and what the problems with this behaviour from your point of view are. Telling them all the things you told us should go a long way. Just make it in a general introduction style as if you were really explaining how a future campaign will work.

Depending on how the session goes you can adapt. Either by preparing a bit more, but shorter adventures/dungeons. Or by giving them the main option and a side quest, with a promise that they will check out the side quest in one of the next 3 sessions. Or you could come to terms that railroading is not that bad and there should only be one way. Different groups prefer different play styles.

Slagmoth
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Secespitus
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    I think this is really the root of the issue: Our group frequently skips content via "mark it on the map and keep moving" but we almost always go back to it later. If players are intentionally avoiding hooks like they are the plague, something is wrong with your session dynamics. – TemporalWolf Feb 23 '18 at 22:19
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    This. Players need choice, so be ready to have them sometimes skip things. But if they do it intentionally, the problem is clearly outside the game. Talk. – Tom Feb 26 '18 at 08:04
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Establish why they want to avoid quests/plot/hooks

In my preparation I have a number of small side-quests that may never get played. Most are fairly generic ones that I can pull out for a single session if I need something to keep the PCs entertained while my villains put plans into motion. Many of these I don't expect to actually end up being played through, and the players may just not take the bait I had set up for them. If they don't happen I shrug and keep them handy in case they come up again, and they typically haven't take long to prepare.

Some of these I can later tie back in to the story, some take place over multiple sessions, but the main thing is that they aren't directly necessary to move the main plot forward. If you are dropping those in their way and they believe them to be superfluous it may be that you have to accept that, sometimes, the players just don't take the bait.

That being said, the act of actually being happy to be avoiding quest/plot hooks is the part that interests me and I shall focus on for this answer.

As Secespitus suggests there may be a desire to avoid a quest from prior experience, and it may be I assume malice where there is none, however I can't help but feel that this stems from something else. It appears the players are taking delight in frustrating you possibly because they get a reaction from you or know that internally they are causing grief. Depending on their specific language, and taking what you said literally, it also appears to be quite pre-meditated rather than an in-character decision that something is dangerous. If it is the former I would say that is a major issue that needs addressing head-on.

At that point I would be stopping them and being honest about my interpretation of events:

"Look, it takes me a long time to plan adventures and plot for you guys and, whilst I'm happy that not all of it will be used, deliberately avoiding things I have written makes for both a boring game for you all and wastes my time. Is there a reason you don't want to engage with certain events?"

This could go a number of ways:

  • They could open up and start giving you reasons to explain their actions, which then you could be able to act on. Maybe they feel things lack immersion, or aren't sure it's relevant, or have had bad experiences they think their PCs would avoid. These you can all build off and try and create a game that everyone is engaged with (see Secespitus' answer).
  • It could be that they feel like the game is too "Us vs DM", and therefore feel like they "win" by beating you (within their values). That is also something that you can correct for, making adjustments or realigning the goals of the group.
  • Of course, they could be doing it simply because it is amusing to them, at which point you need to be totally honest with them that you aren't happy with them devaluing the time and effort you put in. Maybe they don't quite appreciate how much effort it takes and you can have a mature conversation about that (best outcome), though it could be that knowing how much effort you put in is what makes it attractive. If the latter is true there are most likely some hard decisions/conversations to have.

It could always be a combination thereof, though if you asked me to form an opinion based on your language I would say elements of the second and third points - that they as a group are being wrongly competitive with the DM and a bit insensitive towards you. That's off just your side of the story.

Moving forward

In any case, until you actively find out their motive for doing it there is little that can be done, and trying to power through it may end up causing you to become disillusioned and stop enjoying the game. Hopefully you will get constructive comments that allow you all, as a group, to take your effort and make it work for everyone. If that is the case then brilliant, that should mean you get a game that everyone is happy with.

There is the chance your players are being immature or deliberately obstructive, at which point you may have to make a judgement call about whether that can be rectified or if it is a total deal-breaker.

Folau
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There are several good answers tackling the social aspect, so I'd like to approach it differently.

Plan For Failure

When you design any encounter plan what happens if the players succeed or if they fail. One of the toughest things I found as a new gm was what happened when my players messed up or walked away. Having a plan for what happens if they walk away stops them throwing you off balance and steals some of the glee they get from that.

Don't think about quests and side quests, only encounters

Every encounter is to a some extent optional. Players will fail to open a locked door, kill the crucial npc or distrust the barman more often than you think. And you'll be tempted to railroad them past easy challenges. If you push them to succeed on important quests but don't care about others then of course your players will only care about some encounters.

Once you stop telegraphing that an encounter is unimportant, they will care more about every encounter.

Avoid yes/no choices

If you let you players choose between 2 encounters rather than to do it or not, then it turns a negative choice to avoid something into a positive choice to do something. E.g. "it's high noon do you want to continue in the heat or investigate the misty amphitheatre?" (Fatigue rolls with possible ambush by bandits could be an encounter if they stay out)

Make their choices matter

By allowing players to walk away when they want and treating all encounters as decision points, you put more of the story in their hands and give them agency. This helps to prevent a feeling of railroading which ultimately leads to happier players.

This does lead to more prep as a gm, but there's nothing to stop you reusing encounters which they bypassed.

Phil
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  • This is a great response, IMO. If a quest is mandatory, it's not really a side quest, is it? It's a required part of the main quest. It feels like the OP wants the players to be on rails -- which is more of a Pathfinder kind of game. I really like Phil's answer here, and Secespitus's answer about the social contract. – Br.Bill Feb 28 '18 at 18:03
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    This answer comes the closest to some advice I received from the best DM I know: don't plan out a strict narrative with every character/encounter mapped out beforehand, but have lots of encounters/characters rolling around in your head, and pull them out as appropriate when the PCs start engaging with some part of the world. – TehShrike Feb 28 '18 at 19:37
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You and your players have different expectations.

I've played some games that sounded a lot like this. We, the players, wreaked havoc upon the GM's plans, setting, and NPCs. When presented with two paths, we knocked down a wall instead and set the room on fire behind us. Every once in a while, we did the obviously intelligent thing, just for variety. When we were looking for something to do, we sailed off for a random city (that would let us dock, anyway). It was us versus the world, and we took no prisoners.

The difference is that the GM enjoyed this just as much as we did. It sounds like you're not enjoying it.

I've also played games with a much more prepared narrative. When we were looking for something to do, we'd take the GM's hints. We knew that the GM had prepared material well in advance, and we generally went along with it. This sounds like the kind of game that you're trying to run, but it's not the way your players are playing it.

You have to talk this out with your players. It may be that your players would be happy to go along with the kind of plot you want to run if they understood that the game isn't working for you as it stands. Or you might find a compromise where you plot less elaborately and less far in advance. Or it may just be that you and the players aren't interested in the same kind of game.

A lot of the answers here try to solve the problem of making the players consume the GM's plot. But if the players aren't looking for that kind of experience in the first place, railroading them will only lead to further frustration and bad feelings.

That may lead to the need for more DM improvisation.

Improvisation can be hard, especially in a crunchy system like D&D. One principle I've found helpful is that nothing is part of the world until the players see it. Anything the players skip over can be reused later. In your first example, the players have seen the tornado, but not the amphitheater or the NPC. In your second example, you have ready-made caves that you can add back in whenever you like (with an extra monster or two for your trouble, of course). The players won't know that the catacombs under the temple are just the mountain caverns with the walls squared off.

KorvinStarmast
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Thom Smith
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Players make choices you don’t think they’ll make for lots of reasons. It’s not likely they’re trying to waste your time. Laughing about it is a bit oafish, and understandably annoying, but it isn’t proof that this is malicious.

This answer addresses (1) how to avoid wasting prep time, and (2) why that alone is probably not enough to rescue your fun.

Don’t prep the content until the party has committed to it

I learned this trick when I ran my first roll20 campaign — after throwing away a few hours worth of carefully-made screens.

(In my case, I had some players who were nice enough to try to steer the party towards things I had prepared, but I didn’t want to oblige the party to do this or that.)

Decisions at end of play session

Ask the players about their plan of action at the end of the play session, then prep for what they chose. When they (predictably) forget what they picked, or otherwis change their minds, go ahead and remind them that you prepared the adventure they chose.

We would joke that changing your mind after prep would lead to “the lair of penniless disenchanter beasts," but it was probably most effective when I simply reminded the party that they had chosen the adventure, and I had put in hours of work to provide them with free entertainment based on their choices.

At this point, if your players insist on skipping what you prepared anyway, then you are justified at feeling ill-used. (But see Communication Gap below!)

Stalling so you can prep later

If play progresses at a faster rate than you anticipated, and the players get to a decision point before the play session is over, have some little episodes ready to occupy the time.

These can be “quantum ogre” encounters, where the same group of creatures attack the party whether they approach or skip your side quest. They could be different, but simple combat encounters, that don’t require significant prep. Or it could be non-combat, where you introduce an NPC or do other role-playing.

But is it really just the wasted prep you resent?

Ask yourself, though, is it really just the wasted time spent preparing that’s irritating you? You had this cool idea of a magical tornado, and the party just strolls past it. Even without hours of prep, it can be annoying to come up with neat ideas just for the players to reject them out-of-hand.

Your communication gap

You are jumping to the conclusion that your players like to make your life difficult, “for the lulz.” I don’t think that’s likely. You need to ask them. And you need to let them know this is affecting your enjoyment of the game.

If the players think it would be better to avoid your prepared areas, you need to know why.

It may well be that they prefer the simpler sort of play you offer when you are improvising. That magical tornado sounds…complicated, and it’s not causing any obvious problems — so why bother with it? The other way there are probably some goblins to pound.

If your players just want to relax, roll dice, and kick butt, you need to decide whether you can have fun providing them that experience.

I’ve been on both sides of this. Typically, it’s the DM that devises a cool, intricate adventure or mystery. The players tend not to want to be baffled, and would rather just “roll initiative.”

Player Character Motivations

Another way to a party into an adventure is to leverage PC motivations. In other words, develop your table’s shared storytelling.

Your players may also be tempted to dive into your offers if it fits their characters. Apparently, you don’t have any characters that are relentlessly curious, so don’t simply put something interesting out there and ask, “Don’t you want to investigate?”

Was there a particular reason for any of your PC’s to want to investigate the whirlwind? If there wasn’t make sure there is, next time.

Talking about the PC’s motivations will (a) help you devise adventures that would appeal to them, and (b) help the players flesh out their characters, and remind them they should play true to their characters.

Come to an accord, or move on

I’ve been on both sides of this experience (DM/player) and yeah, it’s not always a fit. If you find your party is skipping adventures because they don’t enjoy the sort of adventures you like to provide, then maybe you’re not the DM for that table.

Tim Grant
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Everything is Skinable

or

How to Appear Ready for Anything

I usually have a stack of encounters prepared for every session. There is always a mix of easy, medium, and hard ones. Before every session I create as many new encounters as I need to, and just recycle unused encounters from past sessions.

If the players go in unexpected directions I just re-purpose an existing encounter on-the-fly. You can get a lot of mileage from a small amount of prep just by changing flavor text and making tiny adjustments to attack types.

Examples of this principle at work:

  • That medium encounter from three sessions ago, before the characters leveled? It's still in the pile as an easy encounter.
  • The ogre boss and his minions from the bad-guy camp the party skipped over last week? Now it's a random encounter.
  • The spiked pits from the set-piece battle they avoided? Those are desert sinkholes now. Same save DC, but you suffocate a little each round instead of taking the fall damage.
  • The kangaroo-tentacle-dogs from the Plains of Whatever that breathe fire? You were so proud of those, but the players skipped them. But replace fire with ice and add thick matted fur to the description, and you have a fine cold-environment encounter.
  • Sad the PCs killed your pride of manticores? Need a quick encounter? Sounds like they just turned into a tribe of winged, knife-throwing demi-humans. Throw in a "shamman" with a single-use lightning attack and a couple of heals/buffs, and the players won't notice they're last-month's manticores.
  • Does the enounter you're re-using seem too easy? Double the bad-guys. Players love an occasional slaughter-fest.

Know Your Easy/Normal/Hard DCs

You can put any barrier/trap/skill-challenge you feel like in front of the party at any time you want to. Just know what DC it should be to overcome and the damage it should do, based on how hard it should be for the party.

Conclusion

Is it cheap? Heck yeah.

Is it sloppy? Sometimes.

Making stuff up on the fly? Obviously.

Does it always make sense? No, and it doesn't have to.

At its core an RPG is improv. It's a big world out there with a lot going on, and people make stupid decisions all the time. If something seems out of place it isn't your fault, the NPC did something stupid.

When the players start making decisions based on your spur-of-the-moment cockamamie ideas, forcing you to invent/re-purpose ever-more-unlikely situations, then you're playing the game right.

slashingweapon
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Although I think the other answers here are probably more sensible, I'm going to throw these in for the sake of it.

Give them feedback in game

So at the next town have them run into a bunch of incredibly happy adventurers, spending money like water and showing off their new magic items. When asked where they got them from they say "We ran into this incredible tornado in an amphitheatre, and it turned out to be a wizard being attacked, and when we rescued him he gave us all these magic items and lots of gold".

Keep upping the ante

Next session prepare a long list of things for the players to see, each more bizarre and enticing than the last. Go wild. Have them run into each one in turn. No adventurers worthy of the name can turn down twenty things like that without deciding to investigate. Of course when they actually decide to investigate one you are either going to have to make up the actual scenario as you go along (I'm assuming you didn't write twenty complete scenarios), or own up and pause the game.

Make side quests rewarding

Sure, maybe they are traps, but if they walk into them they will end up with lots of loot. Knowing this will change the players' attitude.

DJClayworth
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Just talk to them

"Hey guys, I know it's kind of an in-joke that you skip all the stuff that I've spent time preparing for, but frankly, it's not funny anymore. I put real effort into my prep work. I get excited about revealing it to you guys at the table. When you deliberately avoid it for jokey reasons, it's actually pretty frustrating and disappointing for me. So can we maybe not do that from now on?"

It's an out-of-game, social-level reason why they're avoiding the sidequests, so that calls for an out-of-game, social-level response. If your friends are reasonable, they'll listen to you. If they don't, stop playing with them.

SeaWyrm
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Given all the great advice already given I wanted to give you a "well what if they just carry on doing it?" suggestion or two.

  1. Point out the xp they have effectively lost. Don't give them a figure, but you can say something at the end of the session like "well it's a shame you missed out on all that xp when you ignored the tornado, I was hoping your characters would have gone up a level by now...". Do that a few times and they will start to change their ways.
  2. Have some important information about a future event/encounter in the side plots. You can decide which one when they play this "trick" on you. Let them have an awful time of it and have something or someone inform them of the fact that the info to have avoided the situation was available and they ignored the opportunity. Again do this regularly.
  3. Put a magic item, or key etc. in one of the side plots, again you can choose which one. When they meet the thing that requires it (magical door, creature only effected by the blade "Wishbreaker" etc.) give them a blatant clue that it was "back there in the place you ignored" and make them go back. Do that a few times and they won't walk past things just for laughs.
  4. Get a new group to play with, these folks sound like... well I won't say what I would say to any of my friends who did this for the reasons you state above, suffice to say it does not paint them in a good light and you might be better off without them. Depends on your situation.

    Overall if you are not enjoying playing with these folks then don't, but I would try all the great ideas above first, with an emphasis on the advice that says "tell them about how you don't enjoy it and you might well stop" in some way. The advice I give should not be used to punish them, that won't work. Use it to point out that they are missing important things, so that they start being a bit more respectful. It's your job as DM to challenge them, so it is perfectly within your rights to deliberately make life hard for their characters, just not as a grudge match as that is not fun either.

KorvinStarmast
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Protonflux
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  • They'd likely already know they're missing out on XP so this wouldn't likely help. 2. There aren't many organic ways to do this. 3. This turns those side quests into story quests. Not that it's a bad idea, (I suggested it too,) but it shouldn't be overdone. 4. This should only be the option AFTER talking with them first. ~~~ Your ideas are okay, but I think you put more emphasis on the players being wrong as opposed to things the DM can do to improve. If they're supposed to be sidequests, they should be treated like it and not stressed over if ignored. Also, communication should be key.
  • – Sora Tamashii Oct 21 '18 at 19:51
  • @sora tamashii: I deliberately started the post with "what if they carry on doing it" by which I mean the other advice has already been tried and they've not played ball... All the rest of the advice, good advice to try first, is rooted in good communication, absolutely agreed. – Protonflux Oct 22 '18 at 22:36
  • My apologies, I missed that little part, therefore invalidating my comment on #4. I stand by the rest of my comments. – Sora Tamashii Oct 23 '18 at 00:54