Good article, I'm on the story side of the coin, but emergent method is a perfectly fine way to run game. I agree with the post that emergent games can feel a little flat. However, I been in the nightmare world of the railroaded game down to having the character choice of a dirty private eye or a dirty cop. Being pushed from one scene to next with the PCs being more akin to set pieces than protagonists given the occasional puzzle or fight.
The reason I agree with emergent style games feeling flat is the rules are always very present ruining suspension of disbelief. I was always aware mechanical setup of every encounter and very generic feel. Because of random night time encounters we set up 1 watch (1 watch = 1 encounter roll) until the mage/wizard learn rope trick. Every random encounter felt more like a hassle than a thrilling fight when it always seem like 2d8 area type monsters. They always reminded me of Dragon Warrior just being in the way of where you're going.
I do think an article on player character motivation or the GM's role in character creation would be a good read. I know all too well the White Wolf loner/personal world problem. My solution of having the players get to together before the games starts to flesh out why their characters would have lives merge together and pick what each character brings to the game as to define everyone's role always felt like a cop out me. More of an issue of Agency vs. Story is unruly character designs and the players run amok in games. I usually have to deal with power gamers.
A piece of advice I would give any GM regardless of gaming philosophy is be prepared to design a person, place, encounter, or story arc and have it go unused. Players have the uncanny ability to avoid carefully planned work by going in the opposite direction of the game never encountering it. Just let it go or find a non-intrusive way to being it to the player character's attention again.
The reason I agree with emergent style games feeling flat is the rules are always very present ruining suspension of disbelief. I was always aware mechanical setup of every encounter and very generic feel. Because of random night time encounters we set up 1 watch (1 watch = 1 encounter roll) until the mage/wizard learn rope trick. Every random encounter felt more like a hassle than a thrilling fight when it always seem like 2d8 area type monsters. They always reminded me of Dragon Warrior just being in the way of where you're going.
I do think an article on player character motivation or the GM's role in character creation would be a good read. I know all too well the White Wolf loner/personal world problem. My solution of having the players get to together before the games starts to flesh out why their characters would have lives merge together and pick what each character brings to the game as to define everyone's role always felt like a cop out me. More of an issue of Agency vs. Story is unruly character designs and the players run amok in games. I usually have to deal with power gamers.
A piece of advice I would give any GM regardless of gaming philosophy is be prepared to design a person, place, encounter, or story arc and have it go unused. Players have the uncanny ability to avoid carefully planned work by going in the opposite direction of the game never encountering it. Just let it go or find a non-intrusive way to being it to the player character's attention again.