jgsugden
Legend
I'm advocating for story inclusion. You seem to be agreeing that story should be utilized, but that it is ok to just let it come up in the wild rather than planting the seeds. Sure. Organic story development is an absolute necessity in order for the players to have a meaningful role ... but that isn't a counter to the point I was making. It aligns with it....For example, I could start a campaign by running Keep on the Borderlands, Secret of Bone Hill, and Isle of Dread sequentially each as a standalone adventure at the time and with no real overarching story in mind; and only after the fact might I (or a player, it's happened!) realize there's in fact some thread or other that ties them all together and that I can work with going forward.
Or, maybe during that run two characters have developed a rivarly, pursuit of which now supercedes all other activity for a while. Either way, there's a story has emerged where there wasn't one before, and on we go.
When you plant the seeds of story from the beginning it gives you more to play with (as a group) from the very start. It ensures you have something to build around. You're better situated to make sure your players have an interesting narrative to engage and be teased by. You have more tools, and more tools give you better options to build a better game.
Heck: If you go back to those modules and read their first versions you'll find encouragement to add to them to create story hooks and ties to other future adventures. They're giving a basic version of the advice I am sharing.