This is a half-baked idea that I’ve been playing around with. For a year, I played one of the largest Swedish campaigns in print, and I got so frustrated by how they handled clues (information that the players get from the adventures). They introduced a character that pointed to another character that had a clue, and they had a lot of characters (with names and personality traits) that had few or none clues. And some characters had really specific and relevant clues, that the players needed to trigger in specific ways.
I had to tear out all the clues, and then replant them by having them live in a limbo, and whenever the players did something, I rewarded them with clues. I also had a name list, character traits, and a bunch of professions, so whenever the players went outside the planned adventure - like visiting a friend or making up goals of their own - I could always respond with a “prepped” character. By doing that, I managed to slim down 120 characters from three adventures into 23.
This made me come up with the concept of “pseudo roles”, like “a character that is close to the characters will turn out to be someone else”, instead of gluing that particular event to a specific character on beforehand. They don’t need to go to the witch in order to figure out clues about the disease that is haunting the surroundings, but if they do visit a witch, they will get information relevant to the scenario. Because it’s not really important how they obtain information, what interesting is how they will interpret and what they will do with the information.
Currently, I’m playtesting a campaign consisting of pseudo roles, just to see how I can convey that clues in an easy way to others. Where the game master gets a list of different clues to give to the players, and some major characters with agendas together with a vague event line and pseudo roles, in order to let the game master weave their own stories with the unique player characters and their relations.