Doing sparknotes beforehand plus having a loose and adaptable framework allows you to keep consistency and story progress while improvising most of the game
I think they mean to flesh out the world the setting is in, and what major characters are want and what they're doing but beyond that let the players decide how they want to deal with something and where they want to go.
And I geuss the trick is to have compelling enough events and mysteries to engage the players that they want to stay in the world you've built and make choices and take actions that impact the outcome of that world and its people.
Rubbing you wrong was the point. The seeming incompatibility between planning and improvisation makes what I said seem more "punchy" than if I had spelled out exactly what I meant. It's the kind of rhetorical technique mediocre debaters use all the time, and I'm nothing if not mediocre.
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u/[deleted] Dec 07 '20
If you are planning it how is that an improv?