Not really sure how to answer this question, as my early games started off by me saying, "Hey, let's play a X type of game.", and then we'd all know each other well enough to know what was acceptable or not acceptable in character creation. Then the game would start off by me seeing a photograph of some scenery, or hearing a song, or what ever that would inspire me to start pulling the story out of the aether - (I'm a big fan of Carl Jung's collective unconscious).
As time passed and new players arrived, there would be one or two that 'needed' guidence, or rather 'house rules', to tell them what they can and cannot do. So my games turned into legal battles prior to even running the game.
For example, Marvel Super Heroes is one of the simplist games ever. But I ended up having to write 28 pages of house rules to cover all the potential rule litigations. The game was played for two sessions, and absolutely unplayable because the flow of the game was ruined by lawyers.
But ultimately, Skunkape, your pattern is probably most used in our circles. I thrive on story, I could care less about the rules. So long as the story flows and the players are allowed to manipulate the story. Much like a choose your own adventure book with more laterality. Heck, I'm still involved in two games that have lasted 20 years and there really aren't rules, we just use percentile dice every now and again to find a fair result. These games are based on story, not rules.
Finally, I rarely ever 'plan' an adventure. I normally have a goal, or something at the end of the path. But the path is never revealed (even to me) prior to it actually be played out. I call it like I see it, and make it up as I go along. - Either it's endless creativity, or Jung has something to do with it.
Mo



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