exploring some new area/plane itself could be designed as a sandbox, but the main play space doesn't have to be a sandbox.
Smon's random tables could certainly name mega villans by name, and randomly generate their basic strategy. Which the GM would then flesh out the details.
I reckon the theory is, with the right tables, basic plot ideas are system generated and not just made up by GM. I use random tables to stimulate such ideas and force me to adapt to what the table said to write up the adventure about.
For myself:
I would have some tables handy to generate random minor crime, should the PCs go on patrol.
For a given session, I run about 4-6 hours worth of material. So I figure out what would work for the player's goals and write material to support pursuing that goal (stopping Magneto).
Since my sessions are short, I can generally predict what I'll need, and be able to stop when I hit a major deviation point (where the PCs are going in unexpected areas).
I also try not writing my material in a linear fashion. I document magneto's stats, allies and sites where he will be or places he will strike.
At that point, the PCs get some info on what might be going on, and I roll with whatever they choose to do to stop him. Maybe they look for Asteroid M and hit him at home. Maybe they try to predict what science places he'll hit next so they can stop him there.
What I don't do is make up the entire city, and assume the PCs need to wander everywhere and be prepared to have stuff happen. Stuff happens when I need it to happen to spur the PCs on to action or as a consequence of their choices.
All I need is:
"while you were on patrol in the warehouse district, you notice some suspicious activity"
"you get a call ont he Super HotLine for help, it's a monster attacking Metro City!"
Smon's random tables could certainly name mega villans by name, and randomly generate their basic strategy. Which the GM would then flesh out the details.
I reckon the theory is, with the right tables, basic plot ideas are system generated and not just made up by GM. I use random tables to stimulate such ideas and force me to adapt to what the table said to write up the adventure about.
For myself:
I would have some tables handy to generate random minor crime, should the PCs go on patrol.
For a given session, I run about 4-6 hours worth of material. So I figure out what would work for the player's goals and write material to support pursuing that goal (stopping Magneto).
Since my sessions are short, I can generally predict what I'll need, and be able to stop when I hit a major deviation point (where the PCs are going in unexpected areas).
I also try not writing my material in a linear fashion. I document magneto's stats, allies and sites where he will be or places he will strike.
At that point, the PCs get some info on what might be going on, and I roll with whatever they choose to do to stop him. Maybe they look for Asteroid M and hit him at home. Maybe they try to predict what science places he'll hit next so they can stop him there.
What I don't do is make up the entire city, and assume the PCs need to wander everywhere and be prepared to have stuff happen. Stuff happens when I need it to happen to spur the PCs on to action or as a consequence of their choices.
All I need is:
"while you were on patrol in the warehouse district, you notice some suspicious activity"
"you get a call ont he Super HotLine for help, it's a monster attacking Metro City!"