I disagree with the roller coaster thing, the biggest advantage of tabletop games is the freedom, you don't have to give people the illusion of choice when they have actual choice. I prepare for a single session and basically have an a, b, or c of paths that they could possibly take.
For example one of the early missions of my shadowrun game, the players were presented with a mission in which they were to take out an organized crime lieutenant by someone being abused by them. If they did a proper investigation, they would find that their client is actually someone in the organization trying to push them self up in the ranks. Then they can take him out instead for a higher prize and a new ally with the people they didn't kill. If they don't look in to it, the they end up making a recurring enemy of their targets adopted daughter. From their I can start planing out their next sessions based on how they did the mission. Also if they do something really out of left field like kill a primary villain early or blow up a city, I'll just figure out the repercussions by the next session.
I also somewhat disagree with the idea that you can never lie about your rolls. Yes they should have some sort of punishment for doing something stupid, but death should be significant. If I'm running a long form game, I'd only want 1 or 2 player deaths max, at the same time I have had problems with my players starting to feel a sense of invincibility so the line have to be drawn somewhere. The thing is I've sometimes lied about dice both in favor of the PCs and the antagonists if I really had to, I reserve the right to cheat for the sake of the overall game, it is what the GM screen is for.
For example one of the early missions of my shadowrun game, the players were presented with a mission in which they were to take out an organized crime lieutenant by someone being abused by them. If they did a proper investigation, they would find that their client is actually someone in the organization trying to push them self up in the ranks. Then they can take him out instead for a higher prize and a new ally with the people they didn't kill. If they don't look in to it, the they end up making a recurring enemy of their targets adopted daughter. From their I can start planing out their next sessions based on how they did the mission. Also if they do something really out of left field like kill a primary villain early or blow up a city, I'll just figure out the repercussions by the next session.
I also somewhat disagree with the idea that you can never lie about your rolls. Yes they should have some sort of punishment for doing something stupid, but death should be significant. If I'm running a long form game, I'd only want 1 or 2 player deaths max, at the same time I have had problems with my players starting to feel a sense of invincibility so the line have to be drawn somewhere. The thing is I've sometimes lied about dice both in favor of the PCs and the antagonists if I really had to, I reserve the right to cheat for the sake of the overall game, it is what the GM screen is for.