This is a great video of how the Nemesis system in the Mordor games creates stories.
Basically, it does this in a few ways that a game master can steal:
1 Let the gameworld use the character's actions against them. If they run from an encounter with orcs, the next encounter may start with taunts of "Coward!" If they kill a 1 HD mook, their 2HD brother will come looking for blood.
2 Brings back enemies who are better or stronger. Wipe out a group of 1HD mooks? As noted, their brothers will be 2HD and geared for a revenge quest.
3 Give each major enemy a unique trait. They may have a mutant power or magic weapon, which they boast about and use in combat.
Side note, I remember one of the first D&D games I played, we pooled our money and gave the ranger a composite bow. It didn't help us, and we suffered a TPK. We rolled up new characters and went to their stronghold, but now had to face orcs with a composite bow, forcing us to be stealthier.
4 Let memorable enemies cheat death, then reappear at inopportune times. Maybe they feigned death and are now back immune to what supposedly killed them, or else they have a smoke bomb or knowledge of hidden doors needed to get away. This smacks of Quantum ogre a bit, but I think it is necessary in terms of engaging story.
Video is HERE.
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