That also speaks to something that I'm recognizing more and more that I really enjoy about DMing. I do like prepping and setting up dungeons, adventures and situations before hand, but I also want to be surprised by the game. I want players to surprise me with their creativity and scheming and cleverness and dramatic flair, and I want the game itself to surprise me through the situations and conflicts that emerge unpredictably.
I've been leaning this direction for years, but more and more I think that the way to make that happen is lots of random charts to work with, which are basically ways that a DM can ask questions of the campaign world. When the PC's decide that the dungeon isn't worth it and are more interested in interacting with the NPC's in town (as happened in this summer one-off game), what will I learn about those NPC's? When the PC's decide to take sides in an NPC conflict that I just learned about myself, I need ways of asking the campaign setting what the details are- then it's my job to referee what the game tells me.
|The description of this characters' death, on the right side of the page, is great.|