Quote Originally Posted by Anonymouswizard View Post
What if I admit I'm quantum ogreing? I have previously called a ten minute break to rework my plot because I've for nothing else prepared (before that I used to use plot armour, now I just give important NPCs backups and successors). I might not run the exact same encounter, but I need a reason for you to run across the scenario start (I'm a believer in providing PCs with a plot hook then giving no guidance).

I also run quantum settings. Generally there is a city (or potentially an interstellar federation/commonwealth/empire), some NPCs, and a whole lot of uncollapsed waveform. Is there a wizard's guild? If it improves the plot. Do orcs exist? Does the king have a son? This are all up in the air until a player asks or answers the question. Sometimes this is worked out in session zero, sometimes a question isn't asked until the penultimate session.
I'm totally on board with this and imagine this is how most GMs run their games.

Indeed, I am a big fan of getting players to detail parts of the world too - esp parts arising from their PC history. So you say your character was a slave in a mountain fortress. Who lived there, how did he escape, are there secret ways into the mountain your PC has heard about - happy for the player to make all this up on the spot mid session, and help build up the world with the GM/other players.