Since we& #39;re talking about #TTRPG prep, here is an old favorite.

One note: This is very much so a "Man Behind The Curtain" thingy, so if that sounds off putting to you, please avoid.
My secret technique is called "Lie to your players"

"You& #39;re in a room with two hallways leading out, which do you choose?"

Answer: They both go to the same place, but the players don& #39;t need to know that.
"We take the hallway to the right!"

Cool, here is a neat encounter with goblins and giant mollusks.

"We take the hallway to the left!"

Cool, here is a neat encounter with giant mollusks and goblins.

Players are convinced there was realistic depth, and you saved tons of time.
And if they choose to double back?

Maybe there is a week between sessions and you can prep further.

Or, if they go RIGHT THEN, just swap out Room 2 with Room 3.

The players don& #39;t know the layout of the adventure. Move it as you need.
"We double back and check out the hallway on the right"

Ah yes, and it looks like....*description of Room #3 prepped for later on in the dungeon, and have now taken out of time and space and plopped here*
As a DM, nothing is set in stone until you say it.

The world doesn& #39;t actually exist.

It& #39;s sense of realism and disbelief is only as deep as the players choose to go.
And here I am as a DM, pulling back the final curtain to reveal the most reviled truth in TTRPGs:

The illusion of choice is JUST AS IMPORTANT as actual choice.

Convince players they got a unique experience by choosing Hallway A.

It doesn& #39;t matter that it& #39;s not true.
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