Great thread! It's nice to see an intelligent and revealing discussion about proactive/reactive DMing and the (dis)advantages of linear vs. freeform story.
I've mixing the proactive/reactive styles of DM'ing for about 25 years now. I always balk at hearing people say that having an ultimate goal is railroading... not true, railroading dictates the every movement of the players, you will go here and then go here and then go here and then do this and ta-dah, you win....
I think that player experience level influences which direction the balance of a game veers to - proactive for newer players and reactive for experienced players. Also, another poster made the astute observation that frequence of gaming sessions in a campaign influences whether you lean toward proactive or reactive DMing.
In our group, with a mix of newer & old gamers, I have a strong overall situation set up (proactive), but leave the "how" to the players (reactive). Periodically I'll throw in new events/twists to jump start the story in a new direction (proactive), but the players are never forced to follow up on an event that doesn't appeal to them.
Thunderfoot said:
But ultimately, it comes down to that perfect combination - a DM that runs the style of campaign you want to play in the way that makes it interesting to you as a player and a group of players that interacts first with each other and then with the DM in order to perpetuate campaign greatness. It's what separates the string of one shot modules into a great campaign arc without shoehorning or railroading people into a pre-determined set of actions.
From the DM's seat, I find it's more rewarding when that "perfect" combination is reached. I get my storytelling fix, and I also get to be entertained by the players.
One technique I try to use to keep jaded players on their toes: subvert expectations. Signal a traditional plot or railroad, and then yank the plot sideways 90 degrees to make the players think on their feet. Customize old monsters or change their name and appearance to make metagaming difficult. Think about what the players are least likely to expect, and then veer the action in that direction.
You don't want plot twists to make the players suspend their disbelief, but creating a game that isn't predictable goes a long way towards keeping the players interested.
That's a great point. An extension of this idea is establishing meaningful failure as an option in most encounters. Failure should be fun and lead to new circumstances which the PCs need to react to. As a DM, I am constantly trying to improve my interpretation of failure. When my 3rd level group were unable to stop a ritual, I realized I had a one line note about what would happen: "summons ancient evil dragon spirit." That became a dracolich which is looming in the background, and presents an interesting mystery: who is controlling the dracolich's phylactery?
So the players feel the consequence of their characters' failure without it being a game killer (though it was terrifying).
Many in this thread seem to be pointing to an either/or sort of situation. It's either old-school/sandbox OR it is new-school/railroad. The campaigns I am most familiar with, my own, are more of a blend.
Between sessions, it is very nearly a sandbox. We use email to discuss plans, options, and plots. Sometimes they are given a mission/job, some times they seek something out. I like to put out a frequent city newspaper that is full of ideas or rumors that they can investigate. The point is, it can be nearly a sandbox.
That's great you've managed to generate discussion in between games and the players give you a heads up as to their plans. I wish I were so lucky. In our group I have to guess the players' next steps using what I know about their tendencies and gaming style.
It's not too hard once you know all your players well, but sometimes they totally come with a left hook you're not ready for. Actually, one of our most memorable game sessions came when they caught me off guard by going to rescue a PC's uncle from the king's dungeon.
So, maybe there is something to being forced to perform on our feet that brings out our hidden DM talents?
