Tonguez
A suffusion of yellow
I agree with everyone else and add the proviso that player driven campaigns ironically means even more work for the DM!
1 Common Purpose - as Gizmo said without a common focus the PCs can start drifting off. So make sure to give the PCs a common purpose before the game starts (imc I told the players all the PCs are attached to the Church in various capacities, not necesarily as clergy, some might be guards, others former orphans who still visit etc; in another the PCs were junior leaders of the village community)
2 Relationships Let the players define how the PCs are related to each other and also have them create their own set of NPC friends and family. I also get them to create a Patron (higher level classed individual who might give the PC stuff) - this might be a former teacher or a grandmother who was a famous scorceress before she became old and infirm etc etc.
3 Background Hooks What Maddman refered to as Kickers. Tie this to the Purpose and/or to one or more of the Players NPCs.
Maddmans Flags are a kewl idea too
4 Random events You still need a list of random events and encounters to keep things going and act as 'Bangs'. Keep combat events to a minimum and think instead of environmental, social and political events that might have an effect. Events should be designed to link to the Purpose and PC goals
(I started one game with the village chieftain announcing the upcoming wedding of his son (an NPC friend of the one of the PCs, who also had a secret crush on the chiefs daughter). The game then went from there with the PCs deciding they wanted to get the best wedding gift they could - which had to be made by collecting feathers from a neighbouring island and pearls from the lagoon where the Sahuagin had a lair etc etc)
1 Common Purpose - as Gizmo said without a common focus the PCs can start drifting off. So make sure to give the PCs a common purpose before the game starts (imc I told the players all the PCs are attached to the Church in various capacities, not necesarily as clergy, some might be guards, others former orphans who still visit etc; in another the PCs were junior leaders of the village community)
2 Relationships Let the players define how the PCs are related to each other and also have them create their own set of NPC friends and family. I also get them to create a Patron (higher level classed individual who might give the PC stuff) - this might be a former teacher or a grandmother who was a famous scorceress before she became old and infirm etc etc.
3 Background Hooks What Maddman refered to as Kickers. Tie this to the Purpose and/or to one or more of the Players NPCs.
Maddmans Flags are a kewl idea too
4 Random events You still need a list of random events and encounters to keep things going and act as 'Bangs'. Keep combat events to a minimum and think instead of environmental, social and political events that might have an effect. Events should be designed to link to the Purpose and PC goals
(I started one game with the village chieftain announcing the upcoming wedding of his son (an NPC friend of the one of the PCs, who also had a secret crush on the chiefs daughter). The game then went from there with the PCs deciding they wanted to get the best wedding gift they could - which had to be made by collecting feathers from a neighbouring island and pearls from the lagoon where the Sahuagin had a lair etc etc)