At this point, you have three options:
- Stop the game early, on the grounds that you have no idea what's going to happen next.
- Don't allow them to do whatever they want. Typically, this is achieved by placing an absurd number of problems in their way.
- Make shit up.
Naturally, option 3 is the best option, since it allows the game to proceed, and doesn't render the players totally meaningless. The problem there is that option 3 forces the GM into the unhappy situation that the carefully-prepared plot of the entire campaign can go out of the window.
It also has the twin problems that you run a very real risk of slaughtering the PCs accidentally, or alternatively allow them to achieve a campaign-shattering victory far too easily.
This is the area where systems like d20 fall down. They way to quickly and easily ad-lib appropriate challenges is necessarily to have a stock of suitable antagonists (or, avoid combat, and thus simply have to ad-lib political and role-play material, which is safer). The problem with having an array of ready antagonists is that it requires a lot of preparation work.
I don't think I'm going anywhere with this, so I'll stop there. After Saturday's game, though, I needed to vent about players, and the crazy things they do.
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