Let Your Campaign Talk to You

My typical progression for a campaign may be little unusual. In the beginning, when the PCs are newly minted 1st level characters that have just been created by their players, I run adventures that don't tie too closely into any character's background. The reason for this is two fold. At lower levels, simply put, characters may not survive. I never go out of my way to kill a character, but to quote the villainous Leland from Needful Things "these things happen". Secondly, I want to leave things open in case the player decides "this character blows" and wants to play something else. Replacing characters is much easier to do when said character has no integral connection to the overall campaign. When it's established in the first session that these six noobs are destined to save the world, it's a little hard later on shoehorning in a new character--like the convoluted solution on Charmed when the "Power of Three" needed a new Third af...