Emergent narrative is a fundamental concept of Old School Renaissance gaming.
The number of games in the OSR is overwhelming. I think the best place to start is with a retro-clone.
A lot of game masters picking up an OSR game believe that the rule set is the number one difference between WotC published versions of D&D and Old School Renaissance. I disagree.
I use a 2D6 reaction roll for many social interaction encounters. One of the modifiers I employ is a for the reputation of the player characters.
Beware the pitfalls of putting too much interesting stuff in your adventure scenarios.
Focus on the thing that players are likely to interact with and what they will care about, and the rest of your worldbuilding can be made up of bullet points, quick sketches and scribbles on index cards.
Readers of my game reports may notice that characters come and go from session to session. Players in my group can't make every session. We play anyway. My general rule is that if two players can make it, we play. I have a set time every week that I run a game unless I am …