Does everything you present in a campaign
actually have to be the current adventure or side quest?
Does it
need an answer?
Recently I was reading
Creepy... and some of the storyhours I keep up with, as well as several old Forgotten Realms "Ask the designers..." threads over at
Candlekeep.
One of the things that struck me was "unsolved mysteries."
Many game systems, especially contemporary ones, try to make the rules clear, and cover a wide variety of possibilities
That understanding and awareness of the rules can often take away from the mystique, otherness, and tension a campaign setting/rpg world can provide.
Dropping strange, unexplained, weird, creepy and odd occurences into the lives of the characters can enhance the players' interest in the world, driving them to investigate and seek answers, but also to be wary.
More importantly, it keeps the players from getting blasé about encounters, and allows the Gamemaster to be creative and add color to his world.
On that note, I think for my next campaign I am going to drop at least one strange, disturbing, or simply unexplained event/occurence per session.
I will keep track of them, and if the PCs show interest, I will develop them in some way. Some may remain unexplainable, but may lead PCs in certain directions, while others may lead to confrontations or encounters of a more meaty nature.
Even if the PCs don't show interest, if I find the imagery particularly appealing, I may bring it back occasionally to tempt or frighten the PCs.
Even the Gamemaster, who plays the whole world, has to have things in the world that even he doesn't know the answer to.