@Aegypto - It annoys the hell out of me when it isn't like that.
I can not agree more !!!
That said, I'm planning to release my "own game" (which is not really a game per se, since there are no specific rules, only setting/plots), which is based on the needs you describe.
Now, in my humble opinion, I believe that "waiting encounters" in differents locations (be it monsters, ruins, whatever) might be a good thing, but I think that plots is even better. But, then I believe you need to manage the passage of time.
Let me give you an example : players start in a given location and have the choice between going to A, B or C. In each of this places, some events are "planned" to happen (the mob example above can do the trick, for instance). Now, as a DM, playing those types of games, I hate the idea that the choice of my players only conditionne
in what order those events are encountered. I would prefer those three distinct storylines to interact
in time.
What I mean is : the PCs choose to go to A ? Nice, then events occur as normal in B and C, and when the players reach those locations, as time as went by, the plots are not at the exact point (ie the events are not "waiting" for the players to occur).
Now, a couple of comments about this :
- the PC should ask themselves :"what are we doing with our time?"
- the PCs should feel a sense of emergency : do they want to continue on storyline A ? Then B will continue without them. They will need to make choices !!! That's why I hate when "events" are triggered by their presence (ie waiting for them).
- You'll need a little preparation to do this, but from a very high point of view.
- You'll need to use a calendar as to keep track of time. More generally, a specific design ...
- Ever since I've been playing like this, I find it so much fun !!! And it is really the PCs who have the lead about the story.
- I call this structure
multi plots calendar based campaign.
Well, you tell me if that's the kind of stuff you were thinking of ...