After last time and that massive front-loading of campaign design, I am much more on the same page with this. This is what I would call Character Centric play. Create an interesting character, put them in an interesting situation, and then play to see what happens.
The only thing I would probably suggest is moving Question 5 What’s about to disrupt the character’s life? one step earlier. Turn it into What just disrupted your character’s life? If the thing has already happened or is happening, then you have something immediately at hand to play off of.
So my sequence would be.
Q1 What kind of game do you want to play? Genre? Setting?
Q2 Who is your character? Game mechanics may help you choose your rules. But, you are going to playing through your character, so make sure you will want to play this character.
Q3 What just disrupted your character’s life? What happened? What has thrown you into action?
Q4 Where is your character now? What is your opening scene? Are you hanging from a bridge during an earthquake? On a runaway train heading for a blind bend? Under a desk hiding from the monsters?
Q5 What’s your character doing? What avenue is open to your character to start their adventures?
Q6 Where’s the story going? What sort of adventures do you enjoy?
Q7 Why can’t the character quit? This is a useful level to pull when logic suggests your character should just walk away.
At the end of the original article Kenny suggests some resources, such as Rory’s Story Cubes.and Mythic. Many of these have already been mentioned in earlier articles.
Selecting tools that fit the style/genre/game system can make interpreting answers much easier. If your adventure is all about dragon hunting, then having a table of 100 things to find in a dragon lair is going to quite useful and not require that much interpretation.
Pick your tools to fit the game.