Zappo
Explorer
I have attempted a completely character-driven game. I would give the players a sort of newspaper every in-game week or so, which contained short pieces about interesting things going on in the campaign, ads, letters, and so on. The players thus could investigate some weird happening, or answer a call for arms, or do something else. If they read about, say, an unexplained murder, and they don't do anything about it (choosing to go for a bounty instead), within a few issues of the paper someone else would solve the problem - though by that time, a dozen more problems will have surfaced.
It didn't quite work. Some of the players are too lazy to read the paper, some others just sit waiting for someone to tell them what to do, but the biggest problem was that eventually everyone got something different to do, fragmenting the party and forcing me to deal with one player at a time. On top of that, one player simply got his character a regular job and did just that, ignoring adventures.
Eventually, I decided for a mixed approach. I still give out the paper, but I also keep a premade plot handy for when I see that the players are losing focus.
It didn't quite work. Some of the players are too lazy to read the paper, some others just sit waiting for someone to tell them what to do, but the biggest problem was that eventually everyone got something different to do, fragmenting the party and forcing me to deal with one player at a time. On top of that, one player simply got his character a regular job and did just that, ignoring adventures.
Eventually, I decided for a mixed approach. I still give out the paper, but I also keep a premade plot handy for when I see that the players are losing focus.