Saeviomagy
Adventurer
I had this idea for a campaign once where the PCs would be sent to be the companions on a heroes journey. They would meet up with the young displaced farmboy, travel with him, make sure that he appropriately fulfilled the prophecy for the one who would face up to the evil overlord... but be absolutely sure that he never became competent. Their job would be to make sure that he defeated the appropriate enemies, won the appropriate wars, completed the appropriate quests, got the appropriate magical doohickeys, but when he reaches the final confrontation with the evil overlord, he will still be a milksop farmboy and he will get slaughtered. Prophecy fulfilled, evil overlord set to rule for eternity.
Anyway, the answer is that your players should always be driving the story. If at any time you find yourself designing a scenario that your players do not participate in (and by participate, it could be that they influence how it turns out, or they merely try to survive it), then you've probably made a crap adventure.
Anyway, the answer is that your players should always be driving the story. If at any time you find yourself designing a scenario that your players do not participate in (and by participate, it could be that they influence how it turns out, or they merely try to survive it), then you've probably made a crap adventure.