Tavern Foundry / FIELD NOTES
Write a quest hook without scripting the ending
Prepare a situation that changes when the players act.
Put something in motion
Choose a visible event: the bell rings beneath the lake, a bridge disappears, or a courier delivers an empty envelope.
Prepare motives instead of outcomes
Write what two interested parties want and what each might do next. The session can then react to the players rather than resist them.
Offer more than one route
Talking, investigating, bargaining, and taking a risk should all have a chance to move the story forward. Keep statistics in your own game system.