LostSoul
Adventurer
First, that was a great series of posts, S'mon.
That's not necessarily the way you need to run the game if you decide not to plot out what happens in advance.
One way is to create an interesting situation as the backstory. The DM comes up with an unstable situation in terms of NPCs who want different things that will change the status quo of the setting. He presents this to the players, who create PCs that will hook into the situation.
(It's possible to do this the other way around: the players create PCs who want different things, and then the DM creates NPCs who provide conflict.)
The DM plays the NPCs according to their goals and beliefs. The players run their PCs the same way. Since everything is tied into each other, and since the situation is unstable, the actions the characters take now change what happens down the road.
The DM doesn't need to improvise a story; a story is naturally produced in the conflicts between the characters.
Well, obviously some of you enjoy the 'fly by the seat of your pants' game style, which is fine. But I know as a player, I'd find that to really be lame. To know that anything I do in the game any moment of time will only impact the story right there and then in whatever form the DM is able to improvise around, is really uninspiring. To know that anything I do will not be planned for or taken into account for any session in the future because the DM doesn't want to "railroad" me by actually having a scenario lightly plotted in advance, I'd think would suck.
That's not necessarily the way you need to run the game if you decide not to plot out what happens in advance.
One way is to create an interesting situation as the backstory. The DM comes up with an unstable situation in terms of NPCs who want different things that will change the status quo of the setting. He presents this to the players, who create PCs that will hook into the situation.
(It's possible to do this the other way around: the players create PCs who want different things, and then the DM creates NPCs who provide conflict.)
The DM plays the NPCs according to their goals and beliefs. The players run their PCs the same way. Since everything is tied into each other, and since the situation is unstable, the actions the characters take now change what happens down the road.
The DM doesn't need to improvise a story; a story is naturally produced in the conflicts between the characters.