


If the Game Master is inflexible, the GM ignores all actions that disrupt his plot, changes the rules so that his plot stays on the rails, or drops a whole ton of rocks on everybody when he can't take it anymore. At its core, the players disrupt the Game Master's carefully-crafted plot by Sequence Breaking, employing an Outside-the-Box Tactic, killing an important NPC that was supposed to survive, saving an NPC that was supposed to die, finding out about an important secret at exactly the wrong moment, suddenly turning evil or turning good, or just refusing to go where the plot demands they should go. More benign variants come from a dissonance between the expectations of the GM and the players, in which the latter derails the former's campaign simply because they didn't know any better. Going Off the Rails can take many forms, and isn't always malicious or even intentional. The time has come to strike a blow for freedom, for better plots, and for teaching this idiot Game Master a lesson he won't soon forget.

It's about halfway through the campaign, and the players have decided that everything is only going to get worse. Meanwhile, the players have decided that the huge scope has made the world shallow, it's only "elegant" if you like a Cliché Storm, the plot was lifted straight from the third remake of something, the setting looks like it came from Manos: The Hands of Fate with the Serial Numbers Filed Off, and the so-called supporting cast of NPCs are cookie-cutter stereotypes who make the players feel like the supporting cast. Its scope is exceeded only by its elegance, its elegance only bettered by its plot, its plot only bested by its setting, and the whole thing is held together by a compelling supporting cast of NPCs. The Game Master has created an epic plot that spans time, space, and dimensions. Igor (while roleplaying The Lord of the Rings), Dork Tower
