That's actually a pretty good primer, Celebrim.Well designed random tables help alot.
Try this:
0) Let the players determine thier own goals. One good starting point is asking them were in the game world they want to start out. Obviously, you need self-motivated players to manage this.
1) Randomly select an encounter with an NPC. If its a humanoid, you'll need a random profession subtable appropriate to the race.
2) Randomly determine the creature's hostility level. If the PC's interact, faithfully follow diplomacy rules for modifying creature hostility. Don't decide whether the monster is an ally or an enemy.
3) Decide on the spot what the creature is doing here.
4) Repeat.
If you do this long enough, the players ideally become immersed in the setting. Typically, you end up with players who are scheming rather than thwarting schemes. The PC wants to conduct a cattle drive, rob a bank, go on a crusade, organize a war party to plunder the tribe on the other side of the river, etc. It puts the PC's in a position to be active rather than merely proactive. As the DM, you've got no idea how the story is going to work out. You don't prep a story. You don't even prep NPC motivations. You end up with something more like SimCity and less like 'Balder's Gate' or 'Knights of the Old Republic'.
I'm sure The Shaman can tell you more about the techniques than I can.
Yes, they do.Well designed random tables help alot.
I participated in a lengthy thread over at Big Purple a month or two ago about character backstories; in one of my posts, I wrote, "A character backstory should place less emphasis to what your character's done and more emphasis to what your character's going to do." Ideally the adventurers are driving the action in pursuit of their goals, and if it all goes really well, you end up with this:Let the players determine thier own goals.
That's my gaming-nirvana right there. It's the players taking initiative, thinking through how their characters get from where they are now to where they want to be, using both player and character skills and resources in developing strategy and tactics.Typically, you end up with players who are scheming rather than thwarting schemes.
In some cases that's true; for my Traveller game, I was dealing with a setting which includes multiple worlds with tens of billions of people, so other than a few notes about high-ranking Imperial nobles and such most likely to be mentioned in a TAS newsfeed, NPC motivations were generated along with the encounters themselves.You don't even prep NPC motivations.
At some level, almost every game involves some measure of illusionism.
In other words, even the most grim and gritty sandboxes are almost always places to play, not places to work and perform monotonous repetitive tasks as they realisticly ought to be.
Does it? Or does it need the players (or one player who leads the others) to push it?And yet, as The Shaman insists, it still moves.
Now this is definitely not a fair characterization of my approach. I said nothing about making things easier, or more likely for the PCs to 'win'. I said the idea is better: more fun, more awesome, or what have you.The trouble with illusionism is that its alot like winning a game when you are a kid and then discovering that the person you played the game with let you win.
Now this is definitely not a fair characterization of my approach. I said nothing about making things easier, or more likely for the PCs to 'win'. I said the idea is better: more fun, more awesome, or what have you.
I'm selective about which player ideas I use. Recently as the PCs were exploring a dungeon and discussing amongst themselves what they might run across. One player suggested mind flayers just to be funny; mind flayers are a bit out of their league at their level. But it really fit in with the themes of the dungeon, and gave me a good idea of how to plant a plot hook I'd been looking to give them. So mind flayers it is!
A couple of PCs nearly died in the fight, but it was a very fun fight. So I was glad I used the player's idea, even though it made it more challenging than I had originally anticipated.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.