For Game MastersHe starts off good saying don't write a rigid linear plot, but then instead of giving good advice and saying don't write any plot, allow the players to make their own decisions as they become acquainted with your world, he instead goes off the deep end with the worse advice you could give a new GM.
- DON'T - Write a rigid, linear plot. If your story requires your players to go from A to B to C, it's pretty much guaranteed they'll head to X at the earliest opportunity.
- DO - Write interesting locations, and NPCs that you can drop in any location. That way, if the players go from A to X, you can just move your plot to X.
NO, he says " If your story requires your players to go from A to B to C," which is a gross violation of how to play an RPG because in saying "your story requires your players to" he tips his hand that he does not believe in old school sandbox play but in the new school railroad play where players are merely puppets in the GM's novel.
But it gets worse, much worse, he says "DO - Write interesting locations, and NPCs that you can drop in any location. That way, if the players go from A to X, you can just move your plot to X."
To be clear, what this fake expert is preaching is this, it doesn't matter where your players go or what decisions your players make, they are going to have the same encounter regardless. This is the mark of a complete incompetent new school GM, that is deserving of never having players for his game.
The correct way, yes Virginia there is a correct way, to run an RPG is that the players choice do matter and going different places encounters different things and different situations.