74: When making a game where there's a lot of player freedom, do not craft a number of large highly detailed paths on a story line, instead focus on a bunch of characters connected to points with possibilities and results that are related to eachother that can when put together in a number of ways lead to many many different pictures that one might call a story.
75: If you have a game where they player's can do whatever they like, be sure to make the world have a decent amount of interesting locations and kingdoms/republic's/empires.
76: Be prepared for your players to become merchants instead of mercenaries or adventurers if they have the chance.
77: Make your world feel alive, if your players end up rolling a 1 on an encounter, instead of some nameless monster being thrown at them, throw one that the people from the nearby village were talking about plaguing their lands, or some infamous bandit. In fact feel feee to make whatever you throw at them something that might reoccur in the local area. Additionally make sure that if there is some big bad trying to end the world and everyone knows about it there are more than just the players actually doing things to try and stop it, and that the world changes with time. In fact, feel free to have the players find out that one villain they stopped hunting for a year and a half after going and doing a bunch of side plots and other things was actually defeated by some other group.
78: Give even shopkeepers character, and allow that character to be flexible. In fact don't be surprised when one of your players tries to get the shopkeep to join them.
79: Be flexible with everything, your players likely will do something unexpected, stupid, or even pull out a bunch of minor things they asked if they had earlier that are a part of a master plan to destroy whatever you just threw at them. It will likely be sooner or later that someone will do something that causes a major change of plans. In fact, it's practically inevitable.