I think the basic idea of having:
(1) Factions
(2) Goals for those factions
Is a good way to run a campaign. But rather than having the relatively rigid method linked to, my prep work for a session usually includes just looking at each active faction in the campaign and figuring out what the next 3-5 thing that will happen with them. (Anything more than that is probably a waste because the PCs will just muck it up.)
Nod. This makes much more sense to me, because it's pretty much how I do it.
My advice would put it this way: "Hey DM's, it can give your campaign depth and interest to have factions of NPC's/monsters and role play their actions, instead of just having static dungeons where the monsters wait to be killed when door 34 is opened. Based on who the factions are, decide on their resources, give them reasonable goals, and have them pursue the goals in ways that fit the faction's nature. And here's the cool part: have different factions bounce off each other, bounce off other NPC's that are not so active plotters/just want to be left alone, and best of all, bounce off the actions the PC's set in motion. Having more than one Boss Monster, with more than one motivation, let's you have more complicated scenarios and chances for intrigue like a Boss cooperating with the PCs, or double crossing them, etc. It also lets you keep the campaign 'in motion' as the PC's run around in it, so it feels like a living world. If you do this properly, your players may say something like one of mine recently did: 'This campaign is great. It seems like every time we look into something, there's a reason for it, and all the NPC's have real personalities.' The truth is, many had
motivations, but the personalities and backgrounds got fleshed out
because the PC's looked into it."
But that, unless Monte Cook wrote it, is less likely to move magazine sales/blog post hits. Turning it into a tool, though, that'll move some colour TV's and installed microwave ovens.
