Mouse said: Rob M. said: So I apologize if I swing this in the not-the-direction you are currently discussing but I wanted to chime in on the "no myth" vs "plotted story arc" methods of GMing. In the past, I have been a very plot focused GM. Playing Star Wars and Dark Sun were my two favorites because I was enchanted with the stories and adventures. But alas, my players often didn't like the feeling of Railroading. I scoffed at this, how could I be railroading when they asked for "an adventure?" Well I figured out for myself (my personal understanding) that by laying out these fantastic stories that had to happen in some semi-specific fashion, I was taking away their enjoyment. So, I stopped playing for a while. It sounds like you are confusing a plotted story arc with forcing players from one thing to another. Interesting situations with offered adventures that the players may choose from as they please also requires a lot less prep and is as far removed from railroading as possible without replacing the exploration of the setting, NPCs and so on that is used in No Myth. Just a note. No Myth doesn't really say anything about exploration. It's possible to explore just fine in a No Myth game. It's a big part of Dungeon World, which strives to recreate old school dungeon crawling, without the parts that make that excruciating. And, as the original post points out, No Myth tends to work well in a clearly defined genre, such as Star Wars, in which players can more easily get on the same page about how the PCs, the opposition and the world tend to operate. But that can be achieved even without having a great deal of the game world planned or plotted in advance.