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Originally Posted by Piratecat You're probably seeing the pattern: if you're stuck, break up the status quo. Throw the world into disarray, and build adventures from the scattered pieces. My corollary to this? If you really, really love part of your campaign world (or if part of your world is boring), destroy it and make the heroes deal with the event or the aftermath. You won't run out of plot hooks for years. |
You never cease to amaze me, sir. You make plotting campaigns look easy! Can you articulate how you go from a thing, emotion, and goal at one end to "break up the status quo" at the other? Or does it just come to you, given those seeds? (In an effort to more precisely articulate my question: I see the three axioms you're given and the theorem you want to prove, but what are the rules of inference? Or is the process not one that can be expressed logically?)