Litzen Tallister
Explorer
I rarely go into a game session without a degree of structure to what I do. Most recently, I was running a Dresden Files RPG campaign (FATE system). My prep work consisted of a number of events (scenes) written, with really only the beginning and the end being certain for inclusion. The rest were major plot points that could be inserted at varying points throughout the gaming session. My idea was that, in creating the story, I had a number of "joints" in the storyline that were most likely to occur, with all the other options being up to PC determination. So, there is both freedom to act and an over-arching narrative.
My view is that there are expectations about coming to the table as a GM, one of which is the creation of the story, in collaboration with the PCs. If I showed up and relied on the barest outline of what was going to happen, I could still end up creating an enjoyable session. However, I feel that I increase my odds of doing so when I've spent some time crafting the plot, adding and subtracting elements, until I have something that seems reasonably likely to fit with the PCs sense of enjoyment about the game.
My view is that there are expectations about coming to the table as a GM, one of which is the creation of the story, in collaboration with the PCs. If I showed up and relied on the barest outline of what was going to happen, I could still end up creating an enjoyable session. However, I feel that I increase my odds of doing so when I've spent some time crafting the plot, adding and subtracting elements, until I have something that seems reasonably likely to fit with the PCs sense of enjoyment about the game.