I think that your method is interesting, but you forgot "Context" and "Consequence".
A reward is a type of consequence. It is not the only type of consequence.
Context is information/set up with which decisions can be made, and the results of decisions (i.e., the consequences) be guessed at with varying levels of success. While arguable no one wants to listen to King Blatheringhammer go on for 20 minutes about why he's invading Overthereland, it is nonetheless possible that
knowing that there is an invasion going on might well be important for PC decisions. It might also supply context for the more interactive elements.
rycanada said:
In short: if it comes time for the DM to add some element to the game, and it's not a problem, threat, resource, or reward, it's a waste.
I can't agree with you here, because this statement seems short-sighted to me. Let's look at your examples for a moment:
You: "Here's the prince of Roundheria, he's thinking of invading the peaceful land of Overtheria, but you can't convince him not to."
Me: "Roundheria is invading Overtheria, which is why there are so many soldiers on the road. In fact, there is a general call for specialists, and you could probably gain field commissions if you desired. You might also be dragooned if you try to both keep a high profile and stay around these parts."
NOTE: Lots of potential adventure hooks, gives the players clear context in which to act, presents choice of sides (or to avoid the whole thing, if possible), suggests possible encounters....in essence, a good setup to the interactive elements.
You: "Here's the dragon of the west mountain, but he's so powerful he'll kill you all instantly, so listen to his monologue before he flies off to what I've already decided he's doing, OK?"
Me: "You have long heard of the dragon of west mountain, though some have thought him a myth. Lately, travellers say that he has been raiding east of the mountain, an inhospitable region that had once been given over to villages of hobgoblins. In turn, the hobgoblins are coming east. The dragon is obviously far too powerful for you, but the village asks your aid in turning a hobgoblin invasion."
NOTE: Potential adventure hooks, gives the players clear context in which to act, presents a clear foreshadowing of later adventure (avoiding the whole "where did these high level critters come from all of a sudden?" syndrome)....in essence, a good setup to the interactive elements.
Your examples of
"You're in a town. There's an inn. No, nothing interesting is happening."
"Elminster talks to you for half an hour, here's his 20-page explanation of why he's not going to help you. No, you can't convince him."
suggest that there is a problem with having towns, inns, and Elminster, but they require you to determine that there is nothing of interest and include a 20-page read to make your point. IOW, it isn't that these things are a waste, but that anything taken to an absurd length is a waste. Likewise, interacting with NPCs isn't limited to saving them from threats, helping them with problems, using their resources, and earning rewards from them.....that is a really limited view of how the game can be played.
I do think that you are correct in saying that good design puts an overwhelming majority of active elements before the players, with additional elements that are designed to add context to the active elements. In a way, contextual elements may be considered indirectly "active" in that they supply information that the players can act upon. In this way, both information and misinformation become (effectively) a form of resource....something your examples would seem to deny.
RC
EDIT: After reading your expanded flowchart, the information about situation, what happens with the dwarf, and what happens with the bear
prior to PC involvement is all exactly what you suggest is waste in your prior post. While it is true that you need the inactive elements to lead (directly or indirectly) to active elements, it is a mistake to imagine that the inactive elements are not needed.