Early on, I create conflicts. The real stories in my gameworld don't really kick in until the players get a little rep for themselves. (like level 5). This gives me a chance to gauge how my players are going to react in the future to similar stimuli. Some players are predictable, some players aren't.
When creating a game, I always start with the "what", in this case that's the conflict.
"An ancient artifact sits in front of you, slowly growing warmer and brighter."
Okay, now I look at the situation and address the "why".
"A wizard created a device of unknown power and his fried corpse is in the corner."
Now that I know what the problem is, why it's a problem, I look for answers. Obviously an arcana check exists here, but what if noone is good with Arcana? Okay, how about a "use device" type check? What about just smashing the dang thing?
I can't respond to the players actions if I don't know what the possible outcomes of these questions are. D&D doesn't run itsself. Maybe the kobolds run away when the Paladin crit one-shots their leader, maybe they go kamakazi. These are decisions I make beforehand.
Otherwise the players are fighting meaningless battles for no reason.