My entire current Campaign is mostly winging it, at least the actual running of it. The Campaign background is highly developed, as it is a heavily modfied Technomagic pseudo-post apocalyptic D&D 3.5 world. I am still not done tinkering with everything to get it just right, but my players have been very patient with me on that.
No, except for pre-prepared monster stats and items, I don't even bother to really do any long term detail for the various game sessions, for two reasons. First, I run for a college game group, so I am never sure who is going to be there week to week. Second, the players keep surprising me, either through their own initiative or through their rolls. This game has been heavily influenced my d20 rolls of "1" and "20".
Here are a few examples:
The initial 1st level adventure was your basic treasure hunt idea. One of the characters goes into the House armory and picks up a pistol which was owned by an Idiana Jones style adventurer. The pistol was one of the few things that returned to civilization when the guy disappeared in the great swamps. Inside, he finds a datachip, goes to another player to de-code it. The other player, a gnome technomancer (modified artificer) with hacking capabilities, first rolls a 20 to build a special chip reader (chip out of date). Then rolls a 20 to COPY chip (which she was NOT supposed to do), which means she got a perfect copy. Being paranoid, she never lets on about the copy to anyone, and so when the spooks come in to grab the original chip, they think they have covered their trail. Later, she rolls yet another 20 to decode. It went from what was supposed to be the decrypting of a partial map and maybe a few journal entries about swamp goblins to this detailed journal that may point to a long term plan to overthrow the government of the Federation (the high tech area of the Cursed Earth).
Later, this same gnome rolls a 1 on Computer Use to open a email sent to her by her smuggler uncle on safe routes out of Federation. This leads to file being corrupted and unreadable, and since uncle is on the run himself, party has to cross the border without his instructions (i.e. which guard is bribable etc). Again, this session went from "you cross the border using uncle's instructions" to me having to come up with a scenario and players having to create a cover story and fake documents to get accross, leaving a trail that the spooks could easily follow (and giving me more potential villians to throw at party later).
Glitch, the gnome, has also accidently blown things up while trying to figure out how they work, which has become a running gag (so much so, that she actually gets a sizable bonus to Disable Device skill rolls to sabotage anything she has accidently blown up). I know I don't have to let the players 1's and 20's influence the game so much, but it has lead to a very rich and detailed Campaign. What was a simple treasure hunt has now become a chance for one of the players to redeem the honor of his ancestor, another to save his House (he is a noble man) from ruin, another to save his race's savior (an angellic like being), and possibly even save the Federation (although with this party, they are more likely to start a civil war by accident).
skippy
GM of The Cursed Earth