RC - I'd buy that. Yes, there are some situations where rewarding player behaviour is the way to go. If you want a high rp game, then obviously something has to be added (like people to talk to) to acheive that.
I guess I differentiate somewhat between some of those goals. To me, I prefer the lightest touch possible in the game. I would prefer to react to what the players want rather than try to push what I want onto the players. Now, again, this also gets into campaign creation which is entirely the purview of the DM.
I have no problem with the DM at the outset of the game saying, "I want to run X, who's with me?" That's fine. But, to me, X is going to be pretty broad - Dungeon crawl, high rp, political, whatever. So long as whatever the player wants jives with that broad statement, I'm pretty content.
So, I have no interest in changing mechanics beyond what I need to to construct the campaign. Starting to monkey with fiddly bits does not appeal to me whatsoever. I want to play the game, not be a game designer. You mention that I prefer the 3.5 system. That's true and that's why. I have found, over the past several years, that I can rely on the mechanics of 3e very heavily and not have to tinker with anything.
Sorry, meandered far there for a bit.
See, you keep saying
encourage the players to do something. Why? Why should I have to? The players are there to play, presumably. I set the stage, arrange the chairs, turn on the lights. I have no problem with the players spending three sessions in a bar if that's what they want to do. If the players sat in a single room slowly starving to death, I'd probably be annoyed, but, thankfully, that would likely never happen. Most players are actively engaged in the game, rather than passively being poked and prodded and led by the nose to dance to whatever tune I prefer.
In my last campaign, a high rp game set in Shelzar (Scarred Lands), I tossed out hook after hook and basically let the players do whatever they pleased. Their actions had consequence, of course, since the setting wasn't static, but, there was certainly no larger story and no particular actions I wanted them to do.
As I've said many times before, I strive to be as neutral as possible in the game as I DM. Granted, it's impossible to be entirely neutral, but, that's the goal. If the players head down alleyway X, then Y happens, if they don't, then it doesn't.
Then again, I ran Keep on the Borderlands without any rewriting either. Never bothered. You've brought up the WLD a few times, and said that you felt that it needed a massive rework. And that's fine, for you. For me, I run it almost entirely as is. I've added this or that bit, because I wanted to and I thought it might be interesting. But, largely, the WLD has been almost verbatim in my game. Like I said, the lightest of touches is the way I DM. I have zero interest in playing The Greatest Game. I'm content with Pretty Damn Good.
