There are two main styles of role-playing, with a range of possibilities in the middle. At one end it the linear style that you describe, where the players are mostly reacting to the GM's prompts. The other end is the sandbox, where the players are on their own and the GM responds to their actions. If a Player is on a different part of the spectrum from the GM, he's not going to have any fun.
It's possible to play both sides of this fence. The GM just needs to listen to his pro-active players, and build their goals into his plans, and be ready to adjust when the Players change course.
This idea isn't original -- it's mostly derived from the GM advice in Spirit of the Century.
As to the second point, here was my plan:
Start a new blog for my RPG work. Start posting about the game's development, and my RPG philosophy. Post the GM school document as a series of posts. Use the blog to recruit beta-testers. Post regular updates about the beta test. Start a Kickstarter campaign to fund the final product. (Probably an illustrated PDF.)
It's possible to play both sides of this fence. The GM just needs to listen to his pro-active players, and build their goals into his plans, and be ready to adjust when the Players change course.
This idea isn't original -- it's mostly derived from the GM advice in Spirit of the Century.
As to the second point, here was my plan:
Start a new blog for my RPG work. Start posting about the game's development, and my RPG philosophy. Post the GM school document as a series of posts. Use the blog to recruit beta-testers. Post regular updates about the beta test. Start a Kickstarter campaign to fund the final product. (Probably an illustrated PDF.)
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