Quote: ...if there is an adventuring party the characters are trapped together, which is good for brewing arguments and romances; if the journey is making the party run out of supplies or their boat is taking on water you could have increasing desperation and suspense about whether they will make it to their destination before they are doomed; usually the characters must endure some sort of test, which might give insight into their inner strengths and weaknesses or cause them to learn a lesson.
Heres some possible steps for your generic plot.
1. Trap party and limit resources (air, fresh water, etc).
Could be a dungeon or an enclosed place.
2. Add game events used to trigger certain plot transitions.
For example, a monster spawning, a water flood, an npc companion breaks emotionaly, etc
3. Add necessary dialogs to companions about their doubts on the current
situation and personal life dialogs, objectives for the current situation
and rules to solve their objectives.
Adding dialog that allows npcs to explain their "feelings" in the current situation, add objectives for certain npcs to share some facts of their lifes with others, etc
4. Add puzzles the player or other npcs can solve to advance in the plot.
I have no illusions about this. It will never be as good as a non-dynamic plot made by a good writer. But there are details that make dynamic plots very interesting for rpgs. Parts of a plot can be easly reused for other plots and the plot reacts better to the world. For an action-adventure game this is not a problem since the game is a one time voiage. Rpgs however, good ones, are highly non-linear. It's also necessary to feed the player with adventures so that the player may grow (character progression). So dynamic stories may be the evolution of quests, but don't replace conventional storytelling (the one time stories).