I am struggling with how to approach setting up a game. I keep vacillating between trying to set it up to railroad the players and taking a more reactive approach.
Scripting everything has the benefit of allowing me to guide the players down a pre-set path where I can set up all the encounters in advance and supply a clearer overarching story. The encounters will be more balanced, the narrative will be clearer, and I'll be able react faster because I know what's coming.
On the other hand, The game seems to want players to come up with novel approaches and give them the freedom to do what they want, so a more improvisational approach seems to fit the spirit of the game. Additionally, there is more risk of real death if the players aren't seat-belted into a balanced and campaign with a beginning, middle, and end. Plus -from a practical standpoint- this approach is probably just just less work for me.
I'm leaning towards scripting the first encounter or two, then just having GM goals (like "get them out of the car") and some canned encounters on a rough timeline that I can throw at the wherever (Like "beginning:stopped by the cops for having so many weapons" or "middle:search a house to find owner hung himself, is now dangling zombie" or "long-term:join up with a group in a fortified location. Leader is feeding the weak to the zombies to pull them away from the hunting parties).
What do you guys think?:
1 - Where do you come out on the risk/reward of giving your players free(ish) rein?
2 - How did/will you set it up? Why?
3 - If you've run a game already, what worked? What didn't?