I know that everyone has a different approach to GMing, and there are no wrong ways as long as your players enjoy themselves. This is not an attempt to promote one style of running a game against another, but instead just an attempt to generate some comparative discussion about what ways there are.
Specifically I am talking about planning an adventure. How much of the adventure is planned ahead of time? Is it simply a series of scenes laced together by an overall plot like you see in the published adventures? Or is it rather a general idea of the situation and perhaps a few notes as to possible player choices and then letting the thing run wild?
The former would seem to allow better prep, more detailed environments and fleshed out NPCs for example while the latter gives a better impression of full freedom of choice on behalf of the players and doesn't risk wasted time by the GM working on an element of the story they decide to avoid.
Ive known guys that use either and have myself used both from time to time and varying degrees of something in between. Ive also heard players complain about both. Some resenting a simple linear storyline they are more or less chained to while others have complained that a completely freeform game feels more like the GM telling a story rather than running a game.
Lets say the GM is considering the following major points in his next session.
- PCs are hired by an underworld figure to move a shipment of illegal goods to another system.
- PCs are informed on to local law enforcement
- PCs are pursued by officials and captured.
- PCs are incarcerated
- PCs are offered freedom in exchange for doublecrossing original underworld figure.
- PCs accept conditions and escape is arranged.
- PCs doublecross underworld figure and must flee the system from underworld and law enforcement.
Now - this could be scripted, complete with locations, encounters, NPCs descriptions etc. but....
Should they be captured automatically? Should it be possible for them to avoid capture and thereby avoiding the entire plot. Should they have the choice to ignore the Law Enforcement deal, doublecrossing the cops instead?
If you played this adventure freeform, all, some, a bit or none of it could happen. That's fine actually, and many play that way but if the encounters and such were geared toward this plotline, the game is going to end or go off in a very different direction the GM will most likely not be ready for. If he plans instead on every possible change in the plot, he is going to be extremely overworked with dozens of encounters and such never used.
Now some will claim they allow freedom of action and merely move the various encounters or plot elements around to fit the player's choices. If that's the case, Ive had some players claim its really not a choice at all. If the Players avoid the Cops only to run into some underworld goons that use the same stats, then it wasn't free choice but an illusion of freedom.
So what do you guys think? There cant be anything wrong with scripting, every published adventure is done exactly that way and you would think, because of them, most GMs would consider that to be the way its done. Lots of GMs don't like scripting, calling it railroading if the PCs have to follow a given storyline. They choose to lay out very general guidelines and challenge themselves to somehow not only come up with the story elements but all the details of the setting and characters on the fly. These guys are either incredibly resourceful or BS their players into believing the impromptu adventure was actually planned that way all along and the spur of the moment encounters are actually well thought out and prepared.
Like I said, there are a hundred ways to play. Whats yours?