MMm.. I wouldn't say our storyline is "on a track" either. How we generally plan it is pretty simple: We plan the beginning out pretty meticulously, finding ways to get as many players interested in it as possible - usually by having a big event or just by hurting a popular, well established character. The basics of the plotline are laid out, I.E: "Ieza gonna wreck shit." then we outline the beginning. "At the start, Ieza is going to do this and this to hopefully get people involved." AND THEN
It's open.
I never really plan beyond that. After that it's left in the players hands. Everything THEY do, the Storytellers react too. Anything they want ("I want to be kidnapped!" or "I want to try to be corrupted") we facilitate. I never know how the story is going to go - the middle and end are all vague to me - because it's the FC that decides it. The Storytellers keep very close tabs on what the players do (Spies, spies everywhere) in order to react to THEM.
I actually don't like scripts. I keep it open and freeform once the initial beginning is finished.
It's open.
I never really plan beyond that. After that it's left in the players hands. Everything THEY do, the Storytellers react too. Anything they want ("I want to be kidnapped!" or "I want to try to be corrupted") we facilitate. I never know how the story is going to go - the middle and end are all vague to me - because it's the FC that decides it. The Storytellers keep very close tabs on what the players do (Spies, spies everywhere) in order to react to THEM.
I actually don't like scripts. I keep it open and freeform once the initial beginning is finished.