Trit One-Ear
Explorer
The same darn plotline I've been outlining for the better part of a year now is reaching launch date (finally) I have pages of notes, plot ideas, characters and backgrounds, and finally what seems to be a group that all has time to play it.
So how do I start?
When working out the opening "scenes" of my story, I have some combat and roleplay mixing up the very beginning. The heroes have banded together to raise a young prince, the son of their fallen ally. They hide out in a small village for years before the story kicks off when an old foe discovers them. After defeating this chance encounter, they are forced to move on, else bring down unwanted attention and danger on their small-town friends. Luckily, word comes from an old ally that he is willing to house them and protect their young charge in the city he rules. Some encounters on the road to this city to add flavor to the world and...
then I hit a wall of narrative. Introducing characters, the city, plotlines, etc. feels natural, but lacks an interactive element I enjoy. This is my first heavily story-driven plot (not just "you meet in the tavern and hear about gold, yay!") and I'm struggling with how to both set up the world and plot while still making my players want to play again! Thoughts?
Trit
So how do I start?
When working out the opening "scenes" of my story, I have some combat and roleplay mixing up the very beginning. The heroes have banded together to raise a young prince, the son of their fallen ally. They hide out in a small village for years before the story kicks off when an old foe discovers them. After defeating this chance encounter, they are forced to move on, else bring down unwanted attention and danger on their small-town friends. Luckily, word comes from an old ally that he is willing to house them and protect their young charge in the city he rules. Some encounters on the road to this city to add flavor to the world and...
then I hit a wall of narrative. Introducing characters, the city, plotlines, etc. feels natural, but lacks an interactive element I enjoy. This is my first heavily story-driven plot (not just "you meet in the tavern and hear about gold, yay!") and I'm struggling with how to both set up the world and plot while still making my players want to play again! Thoughts?
Trit