From Darths and Droids:
When you're a GM, of course you create a complicated end-of-adventure lair, full of traps, guarded by formidable monsters, and basically bristling with death around every corner for the unwary. And your players will barge straight in with no thought or planning beyond "Storm the joint and kill everything."
And then there are times when you have a minor obstacle somewhere that the players should just blow through before reaching your awe-inspiring end-of-adventure encounter, such as some throwaway zero-level guards or something. And the players will spend forever coming up with more and more complicated plans to cover every eventuality, spending an interminable age deciding how to tackle these faceless mooks, on the basis that they're probably deadly dangerous and will kill them instantly if they're not meticulously careful.
When you're a GM, of course you create a complicated end-of-adventure lair, full of traps, guarded by formidable monsters, and basically bristling with death around every corner for the unwary. And your players will barge straight in with no thought or planning beyond "Storm the joint and kill everything."
And then there are times when you have a minor obstacle somewhere that the players should just blow through before reaching your awe-inspiring end-of-adventure encounter, such as some throwaway zero-level guards or something. And the players will spend forever coming up with more and more complicated plans to cover every eventuality, spending an interminable age deciding how to tackle these faceless mooks, on the basis that they're probably deadly dangerous and will kill them instantly if they're not meticulously careful.