vastrix said:
I am attempting to do a web of events stemming from the actions of the players. As they do different actions and affect different events, npcs react. They do their actions and react to different things until eventually the players deal with the fruit of the trees they planted.
I really like this. One of the more difficult things I've had to deal with is that one of my players is their ship's captain, and while the rest of the group goes on an away team, I've got to find something for the captain to do. One of the things that has worked so far, besides having a few Eldar corsairs drop from the storm, is to go back and look at what has happened on thier light cruiser in the past, among the crew, with hastily repaired battle-damage, with supply aquisitions that were overlooked, that sort of thing. The result is not only interesting sub-plots that keep the captain entertained and often complicate things for the away-team below, but it serves as glue that binds the whole campaign together. It makes the experience less "episodal" and more like a soap opera. (Think less Star Trek and more BSG)
"Hooks" are starting to stem directly from the player's actions and adventures flow together, which is a real challenge for me since I'm really not a "sandboxer." A sense of cause-and-effect is really bringing the whole thing to life.