Well designed random tables help alot.
Try this:
0) Let the players determine thier own goals. One good starting point is asking them were in the game world they want to start out. Obviously, you need self-motivated players to manage this.
1) Randomly select an encounter with an NPC. If its a humanoid, you'll need a random profession subtable appropriate to the race.
2) Randomly determine the creature's hostility level. If the PC's interact, faithfully follow diplomacy rules for modifying creature hostility. Don't decide whether the monster is an ally or an enemy.
3) Decide on the spot what the creature is doing here.
4) Repeat.
If you do this long enough, the players ideally become immersed in the setting. Typically, you end up with players who are scheming rather than thwarting schemes. The PC wants to conduct a cattle drive, rob a bank, go on a crusade, organize a war party to plunder the tribe on the other side of the river, etc. It puts the PC's in a position to be active rather than merely proactive. As the DM, you've got no idea how the story is going to work out. You don't prep a story. You don't even prep NPC motivations. You end up with something more like SimCity and less like 'Balder's Gate' or 'Knights of the Old Republic'.
I'm sure The Shaman can tell you more about the techniques than I can.
That's actually a pretty good primer,
Celebrim.
A couple of points:
Well designed random tables help alot.
Yes, they do.
The
Mythic Game Master Emulator is a really exciting new approach to randomization in tabletop roleplaying games.
I don't generate all of my random encounters on the spot; I'll use the various tables and such to prepare lists of encounters before or between game-nights, then simply pull from the list of prepared encounters. For example, for the
Traveller game, I prepared a list of scout ship encounters; each time a random roll called for a scout ship, I'd just use the next one on the list, then replenish the list in the weeks between games. This keeps up the flow of the game, without breaks for lots of dice rolling, but still maintaining the stochastic nature of the game experience. The prepped material is the basis for improvising the actual encounter during the game, so in the case of a scout ship, a few different rolls give me some ideas about what it's doing and why, and I can ad lib from there.
This also makes prep fun, at least for me. It delivers unexpected results, which keeps the game (and the referee) from getting stuck in a rut.
Let the players determine thier own goals.
I participated in
a lengthy thread over at
Big Purple a month or two ago about character backstories; in
one of my posts, I wrote, "A character backstory should place less emphasis to what your character's done and more emphasis to what your character's going to do." Ideally the adventurers are driving the action in pursuit of their goals, and if it all goes really well, you end up with this:
Typically, you end up with players who are scheming rather than thwarting schemes.
That's my gaming-nirvana right there. It's the players taking initiative, thinking through how their characters get from where they are now to where they want to be, using both player and character skills and resources in developing strategy and tactics.
Put another way, I'm not looking for player characters who want to uncover or join a conspiracy; I want
them to
be the conspirators.
You don't even prep NPC motivations.
In some cases that's true; for my
Traveller game, I was dealing with a setting which includes multiple worlds with tens of billions of people, so other than a few notes about high-ranking Imperial nobles and such most likely to be mentioned in a
TAS newsfeed, NPC motivations were generated along with the encounters themselves.
For
my Flashing Blades game, however, folding historical figures into the game means I know quite a bit about the motivations of quite a few of the NPCs, so I would call this one somewhat conditional.