Your game is just a bunch of levers. Everything in it, every single thing, is just a lever that your players pull. Your prep work going into a session is a list of levers you know are in your world and what you know will happen if they're pulled. During the session, you'll see your players pull some of those levers and the answers in your prep notes will be useful. You'll also watch them discover levers you didn't know are in your world. If they pull those levers, then the effect may be obvious. But more likely, it's a conveniently delayed effect. Delayed until the next session begins, when you've had some time to think about what happens when that lever is pulled.
You go into every session with a list of known levers and answers. Your Players discover more, you write them down and stall until the session is over, and then go into the next session with answers for those levers and some other new ones.
The game is just levers.
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