Have your players ever made their lives harder by being too "clever"?

Normally I wouldn't respond to this, however in this case I feel that I need to defend my self.

First off, this entire campaign has been about the players and their choices. They have literally shaped the world in their image every step of the way. Most sessions start with the players getting about 3-4 different things that they can do for the session and choosing which of the quests they go on. Simply put, this is a open world campaign where the players can do what they want and if it fits with their character profile I let them do it.

You obviously railroaded the session to a huge degree

Did I though? Considering I gave the players a fair warning (both the players and the characters had over a week knowing that something was about to hit the entire city and that every one else was at home cowering) and let them choose how to handle it. They chose to go out and handle things the way they did. They could have fortified their home, or fortified they area where they knew that things were going to go down. They also could have ignored the problem completely (I had two back up plans that they were given as options) but this is the one that they chose to take.

then you capped it off by having them be saved by your GMPCs because you felt like the players didn't take them seriously enough.

This is technically true, except that a little while back when we weren't playing the entire group told me that they wanted to see how awesome these NPC's of myth and legend were. The last campaign I played was with a horrible GM who always had a GMPC and everyone hated it. I told them this and they said that they wanted to see them in action, so I gave them what they wanted. After the session the entire group said that the entire session was awesome and since then I have reached out to all of them and they all confirm that they were happy with how the game went because they got to fight and beat a dragon, even if it was with help.

rather than embrace the changes that the PCs caused in narrative, you just decided that all they'd really done was move some stuff around

This is where your comment frankly confuses me, so maybe it is just that you don't know the setting of the campaign. They are in a huge, fantasy metropolis. This all happened at the literal center of it. They let a NE boss live... in the center of a city filled with people.

Should this boss just go off into the sunset and never be heard from again? Or should he embrace his new home, learn, grow and become a threat again later in the game? As far as I am concerned, not having him ever come back makes less sense than what I did.

/r/rpg Thread Parent