No Prep or No Story?
The author made the argument that the players may not choose to go the way that the GM intended while preparing the adventure, so instead of spending time preparing things that may never happen, why not just use random tables to completely make all story decisions and never prepare anything. This is going to result in a series of unrelated events, not a story with actual purpose, theme, mood, characterization, etc. While doing this occasionally as a diversion for fun might be reasonable, a campaign needs an actual overarching story to succeed long term. Having said that, the author makes a few really great suggestions to reduce your time preparing and let random events fill in the details so you can concentrate on overall story and major characters and not detail exact locations, enemies, loot, minor events, etc. The bits encouraging letting players have more agency in world creation and stories should definitely be heeded, and the author makes some very good suggestions on how to give the players more agency and let their own choices and random results dictate their characters fates. Some of this book feels like a thinly veiled advertisement for the authors other books of random tables, but there are some good suggestions here so it was worth a read.