I write a (mostly) “from forever-GM to forever-GM” kind of blog . And I’m definitely guilty of presenting agency (years ago) from a GM-oriented perspective, in terms of things that you should “allow” or “not deny” - I received legitimate criticism by @Froggy on that point and it took me a certain time to fully understand the downsides of my approach.
That said, I never viewed the GM as somebody who should entertain players or manage their fun.
I agree with what was said in the previous comments, which were interesting and provided very good points of criticism. So, I’ll not repeat them.
Instead, I’ll try to see the thing from another angle.
Questions by GMs to other (usually: to more “experienced”) GMs are normal in my experience, and I find them useful.
I didn’t have the chance to ask so many questions by myself, unfortunately, since I played several years with the same group with almost no connection with a wider community. But it happens very often, now, to have other GMs asking questions to me.
I can testify that, in most cases, they ask with an open mind and with the genuine wish to improve their game. They’re usually open to challenge their own approach, at least to a certain degree, if you give them useful advice. So, I see these as good opportunities.
In this case, the question itself is interesting. I might be wrong due to language barriers, but to me it doesn’t look like the person is asking how to entertain players better, or to increase their fun: they’re focusing on their own fun, instead. Uncommon, I admit. If the question was asked to me I would have been positively surprised by that.
Every plan the group has sounds super not-fun to GM, and maybe a boring game, since so many of their proposed tactics center on denying the BBEG (i.e. me) from taking turns and having any chance at success.
It’s true that the answers seem to go back to the “how to entertain players” angle. In fact, I disagree with most of those. (To be fair, I also noticed that most comments below that Kobold Press page are quite valid instead.)
But my feeling is that the OP was asking something different. Assuming that we are playing emergently, with no cheating and no entertaining purposes, in this “wargamey” part of play I (as the GM) have both the roles of one of the sides (the enemies) and of the omniscient referee. So, for example:
- What if my fun, in playing the enemies, is diminished by knowing in advance the plans of the PCs? Players don’t know in advance the plans of the enemies.
- Preparing plans for the villain in advance, before listening to the players, could be a suitable mitigation.
- What if I find out that “save or suck” effects actually make the battle boring?
- First, I would suggest to investigate if players feel the same (their PCs happen to be impacted by those effects too, I suppose). If there’s agreement that they aren’t fun, we can simply remove them. (It’s not surprising that such effects were very, very limited in D&D 4e.)
- Assuming that we want to keep them: what is a good way to mitigate this downside, without making such effects completely useless?
D&D 5e has the “Legendary Saves” mechanic, for example. Not the best, in my opinion, but it’s a good starting point. I use it with a certain, very simple hack that I love.
- Another general advice that I give very often is to avoid a “solo” villain fighting alone: prefer instead a group; it might include a leader but all members should be dangerous. (By the way, I don’t like D&D 4e but its “minion” rule was very nice and I imported it with a few tweaks in my games.)
There’s no easy solution, but they’re interesting topics for discussion.
I think that “accept that your BBEG can go down in a second without even acting” is a fundamental advice.
But I think that the experiences of @Eujohn and @Froggy above, for example, might have been interesting and useful too, for the Kobold Press OP.