@darkbard is alluding to techniques for RPGing that go under labels like "no myth" or "story now" or "player protagonism".how do I create a world with no story and no setting for them to make characters in? I am really confused here. I am used to DMs coming to the table with anywhere from 1/2 page to a small note book of world details and a basic pitch for the world and plot. If I wait for them to make characters how do they know what to make, and if they don't know what to make how do I make the world?
Can you give me an example maybe?
One way to look at it is like this: you can share your dot points and your "big picture" ideas with your players, and then as they build their PCs, you talk to them and get them to talk to one another, and see which bits of your big picture excite them. And then work from there. Let them tell you what they care about, and then work around that.
This might mean that, down the track, your Hextor stuff becomes central, but your psychic Sith conspiracy never really becomes a big part of the game. That's OK! Keep that one up your sleeve for another time.