Stormborn
Explorer
Or for some completly opposite advice: If you want a 'story' heavy game there are some ways to do it.
First communicate to your players the kind of game you intend to run and how you will do it. Ask them if they are interested in playing in such a game. If not go no further. If they are OK with it then there are some ways to proceed.
Determine a mechanic that allows you as the DM to invoke "Plot Control" during the game but in doing so you reward the players. Mutants and Masterminds does this to help retain the feel of a comic book, you just need to dermine what genre tropes are appropriate to your campaign and how they will play out in game.
Major (named) NPCs have points that can be spent to cause a certain thing to happen such as allowing the NPC to escape or letting one or more of the PCs get captured.
When this happens the PCs earn a point of their own that can be spent to alter the plot to their advantage, but NOT to counter a spent NPC point.
They can spend points to do thigns like:
Suddenly "remember" an important fact that helps their cause
Run into an old contact that owes them a favor
Have an NPC jailer distracted at an important moment
"Discover" a needed mundane item such as a rope or crowbar
etc.
In the right kind of game and with a willing group this can be an enjoyable way of playing. Plot Control does not have to equal railroading.
EDIT: Of course, having a dynamic story planned that can deal with PC actions and events is always going to be best. Plot never survives contact with PCs.
First communicate to your players the kind of game you intend to run and how you will do it. Ask them if they are interested in playing in such a game. If not go no further. If they are OK with it then there are some ways to proceed.
Determine a mechanic that allows you as the DM to invoke "Plot Control" during the game but in doing so you reward the players. Mutants and Masterminds does this to help retain the feel of a comic book, you just need to dermine what genre tropes are appropriate to your campaign and how they will play out in game.
Major (named) NPCs have points that can be spent to cause a certain thing to happen such as allowing the NPC to escape or letting one or more of the PCs get captured.
When this happens the PCs earn a point of their own that can be spent to alter the plot to their advantage, but NOT to counter a spent NPC point.
They can spend points to do thigns like:
Suddenly "remember" an important fact that helps their cause
Run into an old contact that owes them a favor
Have an NPC jailer distracted at an important moment
"Discover" a needed mundane item such as a rope or crowbar
etc.
In the right kind of game and with a willing group this can be an enjoyable way of playing. Plot Control does not have to equal railroading.
EDIT: Of course, having a dynamic story planned that can deal with PC actions and events is always going to be best. Plot never survives contact with PCs.