The Quick Fix That Ruins Yer Campaign in the Long Run

Mike’s Take

By Grabgar’s rusted tankard, I’ve seen more GMs patch holes with spit than with stone. Somethin’ goes wrong mid-session — pacing drags, a player sulks, combat fizzles — and instead of fixin’ the problem proper, ya slap on a quick fix. A railroady quest hook here, a deus ex machina NPC there, and suddenly yer campaign’s got more patches than me old apron.

Quick fixes feel good in the moment. They buy ya silence, get the dice movin’, maybe even draw a cheer or two. But in the long run, they rot the foundations. Every shortcut teaches yer table to expect band-aids instead of stories.

The Temptation of Quick Fixes

  • Railroading the lost party: They wander off course, so ya shove ‘em back on track with a “mysterious messenger.”

  • Overpowered loot: Players get restless, so ya toss ‘em a shiny weapon that breaks yer balance.

  • NPC saves the day: Combat’s draggin’, so the wizard patron suddenly vaporizes the enemy.

Sure, it works once. Maybe twice. But keep it up, and the players learn their choices don’t matter. And that’s the death of any good tavern tale.

The Better Way

Instead of patchin’ cracks, shore up the beams:

  • Build flexible prep: Let NPCs and locations be movable. Don’t force one outcome — keep three in yer pocket.

  • Let failure stand: If the party botches the stealth check, let the alarm sound. Tension’s better than pity loot.

  • Reward creativity, not shortcuts: If players derail the plan, adapt. Don’t hammer ‘em back onto rails.

📌 Barkeep’s rule: Campaigns die not from one mistake, but from a hundred quick fixes piled on each other.

If Yer Reachin’ Fer Patches Too Often, Try These Tankards:

FAQ

Q: Should I never use a quick fix?
A: Once in a blue moon, aye, if it keeps the table from crashin’. But don’t lean on it.

Q: What if my players like the NPC savior trick?
A: Then ye’ve trained ‘em poorly, lad. Better to teach ‘em their own wits matter.

Q: How do I keep from panickin’ mid-session?
A: Have flexible tools ready — hazards, side quests, modular NPCs. Options beat desperation.

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They Were Supposed to Go to the Tavern — Now They’re Lost in a Desert! What to Do When the Plot Wanders

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He Just Cast Fireball Again?! How to Handle Repetitive Tactics Without Killing Creativity