DM advice

All these people saying you will be surprised are lying, more or less; it means you haven't done enough prepwork to account for surprise.

To seem like you have your shit on poimt comstantly and look like an improv king, have:

>1 planned scenario with whatever amount of work you're comfortable throwing at it

More is better, but focus on creating interesting things for them to interact with, not the way they choose to interact with them. Go read the Tomb of Horrors PDF, the traps and dungeon design have descriptions and drawings that show a level of thought that's on the right track for fun.

>3 fleshed out, prepared hooks to get your players back to your prepped work if they get off track

So if you want them to go to the beach to meet the bad guy, for example, have ready and scripted a few reasons for them to get there if they're not (e.g, there's going to be a festival there, there's a wanted criminal job posting for a man at the beach who's killed ten people and has a penchant for collecting his victim's eyes, and a strange man who washed up on shore set up a stall and is selling strange and alien goods which adventurers in the area all seem to be carrying.
>At least one weakly fleshed out location-independent plot

This is something you can use if they don't give a shit about your prepped stuff or they aren't biting. This is, e.g., instead of the beach, ogres have been raiding granaries and there's an ongoing standoff between the army and ogres holding the food for the winter hostage.

Works anywhere, and is open ended as fuck.

One last thing: never ever tell them you plan like this (people like to think they choose their path, even if all paths lead to the same point), always railroad (because the alternative is aimless wandering, shit tier underprepared NPCs, and a directionless plot), and never get caught railroading (because people go crazy if they have no input)

So yeah. Build a good plot skeleton, have nice set pieces made, and get them there.

Learn to say no.

Choose to say yes.

Most "no's" are because saying yes would be dumb or have fatal consequences. Let players stab that prince, or shit on the floor at the royal ball. Then show the player exactly how bad an idea that was with real consequences.

Do it enough and they either wise up or the table will self-enforce.

Or they have more fun being silly, and if so, who am I to judge?

Don't.

This, but don't forget an "Are you sure? I'm going to let you do that and you don't get a take back if you say yes."

Sometimes they just want someone to acknowledge they're being dumb

I'm a new DM and I really hate that Yes-man meme.
>new player who happens to be a close friend chooses to play as his beloved 10-year old character that's really, REALLY precious to him
>chooses incomplete homebrew class
>"Maybe we shouldn't. We're all new-"
>"It's closest to my character!"
>I couldn't say no
>character turned out to be a huge mary sue
>royalty background
>has a familiar despite being non-wizard
>because it was gifted to him please oh please
>has a halberd that can be used as a sword and can be dismantled into a pair of daggers
>it was also a gift
>me: "Let's save that for a higher level."
>"okay"
>mfw he shows up in game still having that
>the weapon isn't exactly magical. No big deal right?
>Wrong. It was no big deal mechanically, but it made another player (very chill dude) feel like I was playing favorites
>Could've been prevented by me just saying no

Worst of all, the character talks like nobility from an anime.

I know, I know. No one to blame but myself. I hate myself so much for allowing that to happen, but I sure did learn that my friend is a godawful writer.

New DM with another question.

Just started running a game for friends, we're all veteran gamers so I wanted to try and go full-effort on this one.
Problem is, they're all so jaded that they started character gen off with some super-ecclectic classes.

I asked 'Is anyone going a rogue-type?' and got a flat no.

I had eventually figured there'd be locks, traps, or stealth segments, and they don't have anyone to scout ahead of the party when they get close to map encounters.

Do I just... take all those bits out?
How do I avoid pandering to my players, but at the same time not punishing them for not wanting to play a 'boring' slot-fill class?

Don't change anything. If they aren't prepared for traps or anything involving stealth that's their fault.

If that is the best opening post you can come up with, your campaign is doomed by your lack of imagination.

Go buy an adventure path from Paizo.

youtube.com/watch?v=0oD6mF9vSRk