howandwhy99
Adventurer
Here are some relevant posts I made over at therpgsite:
) by thinking about it first. Even the great, blind Homer (not Mr. Simpson), who it's said could not read or write, prepared or at least thought about his epic poems before performing them.
Whether you're the DM or a Player the game is going to require some improvisation. Otherwise we'd all have scripts to read from when it came time to speak.
In the same way, making plans and preparations before the game begins aids play. Again, whether you're the DM or a Player.
I use a sort of Escher "Hands" approach like the painting. The place where the PCs begin is highly detailed and as you expand out from that spot the world becomes more and more of a sketch.
This is both macro and micro in its detail. Microscopic is easy to understand as it's the highly detailed starting area. Macroscopic comes into play regarding the big elements of the world that exist in that local area too. For example: seasons, star charts, weather patterns, physiologies, etc. You don't need to have a stack of textbooks on hand for these, but keep in mind that the underlying physics, metaphysics, magic, heavens & hells, etc. are all going to have their easily experienced elements in play from the start so be prepared to fit within these perceptions. Water is wet, magic needs a source, Gods give power, seasons pass as on Earth, whatever.
A big thing to remember is many of these, like calendars, common tongues, star charts, and religions, are all just as local as every other microscopic element. You don't need every God to start, nor do you need every type of magic. Leave room to grow and add for foreign cultures farther afield. "The Truth" is as each locale understands it. It is the culture and simply answers for the "big" questions. Medieval worlds are nice like this as there is no "shrinking world" aspect like we have in our real one.
"Time and Space" are the two vectors I use in my approach. It's not just the map that is detailed locally and sketched globally. Time, as well, is really only important for the starting point of the campaign. I sketch it out in this "Hands" way both forward and back with the future as a series of potentialities based on NPC plans and plotted actions. I don't really need ancient history, but I do want to know why this locale has come to be as it is. If their are ancient sites around I want to know generally when they came into being, but I can always make those fit as I expand with newly created histories conciding with what has come to light in game.
This technique requires some intensive preparation before a campaign begins, but not so much work during one. I like to stick 7 or so adventures in the starting area and intwine them in the setting. This means all NPCs, their histories, the dungeons, towns, everything becomes the setting. This way I never really need adventure hooks as the adventures themselves ARE a great deal of the world. By simply being within the world the PCs will run up against exciting goings on. Even if they do their own thing and ignore what's around them, the world (i.e. the adventures) doesn't go away. It remains relevant even if all aspects of the adventures are never directly experienced.
As we play time moves forward and the PCs move around the map. Between sessions I then expand the world along the time and space vectors. Like the "Hands" painting I keep the locations where the PCs are and are going to at the highest level of detail. Time moves forward too and people, places, even adventures are all slightly adjusted to take into account what happened. An adventure can completely change, but every element of it has the potential for reuse, even multiple uses. Also, if a lot of time passes in game, I'll detail more of the future as well.
The key things to watch for are PC travel speed and when Players decide to fastforward. In truth, I'd have some difficulty if the group sat for 3 years or flew half way across the globe, but I'd also have at least a sketch of what was going on then and there. Even a lightly placed adventure and setting can work for a single session. Earlier versions of D&D and some other older games had safeguards in place for this potentiality. Very fast travel was hard for most groups and almost always used Encounter tables anyways. Teleportation required viewing the intended area beforehand and risked possibly landing somewhere else (presumably somewhere you've already detailed).
Personally, I use a number of published adventures and modules and also a published setting, but there are plenty of folks who used to homebrew everything when stats didn't bog down prep time. My suggestion is: NPC generators and plenty of generic NPCs to place as needed. Just because a portion of the world wasn't in place before the PCs arrived does not mean what you winged isn't just as legitimate.
In reference to the AIAAT (all improvisation, all the time) style, I gotta say, almost everything I've ever done in life was made better (or would have been made betterYou know, I'm all for Players playing however they want to. Tons of folks are reactive in real life and it's no mystery some are equally so when playing, whatever the game. If they want to play in a RPG fantasy world, give them one. What's unrealistic is to think that fantasy world will be as unresponsive to them as they are to it. Any good DM will have it spinning around according to its own reality and bumping into the characters.
The problem occurs when the DM dreams up his own fun and attempts to serve it. Lots of players will take whatever predetermined choices have been made for them. The fun is delivered, bought, and performed for them. This style of play reinforces passive reactivity.
Imagination, however, is active creativity. It takes work, initiative, desire. If the world you create is truly interesting to the Players (not necessarily the characters), they will shop around for what they like. They will begin to take an interest, take action, which creates goals, and inevitably leads them down a path of their own choosing. They are no longer children asking "What are we supposed to do?" They are full functioning individuals and the fun they will have will be of their own devising.
Everyone already knows how to take action and make choices in the real world. RPGs are just a hypothetical realm of "What if?" actions.

Whether you're the DM or a Player the game is going to require some improvisation. Otherwise we'd all have scripts to read from when it came time to speak.
In the same way, making plans and preparations before the game begins aids play. Again, whether you're the DM or a Player.