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<blockquote data-quote="SiderisAnon" data-source="post: 5964749" data-attributes="member: 44949"><p>I don't know if I'd call it a "simple" plot, but it sure is easy when done decently and gets the group working together:</p><p></p><p>"Everyone starts neck deep in the trouble and you have to work together to survive as the only people you might be able to count on right now are in this room."</p><p></p><p></p><p>I do not recommend using these without player acceptance, of course, but I have used this method several times successfully. These have included:</p><p></p><p>* You are all from the same island and while you are on a trade expedition, everyone back home was turned into crystal statues. It's just you and your shipmates.</p><p></p><p>* You were all convicted of the same crime falsely. You have all escaped prison together, after something really horrible happened at the prison (which will come back to haunt you, I guarantee).</p><p></p><p>* You all wake up on a sailing ship. You have no idea how you got there or who anyone else is. That last thing you remember is starting your adventuring careers. Did I mention the undead in the cargo hold? (Turns out, they're an established adventuring group who had all lost about 5 years of memory. Had to figure out why.)</p><p></p><p>* You were put in stasis until medical science could come up with a cure for your terminal condition. You've all woken up together, seem to be cured, but you no longer recognize this post apocalyptic world.</p><p></p><p></p><p>As for adventure plots, my all time favorite is to create an interesting situation or scene, then leave it up to the players to pick avenues to explore, clues to run down, and answers to find.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5964749, member: 44949"] I don't know if I'd call it a "simple" plot, but it sure is easy when done decently and gets the group working together: "Everyone starts neck deep in the trouble and you have to work together to survive as the only people you might be able to count on right now are in this room." I do not recommend using these without player acceptance, of course, but I have used this method several times successfully. These have included: * You are all from the same island and while you are on a trade expedition, everyone back home was turned into crystal statues. It's just you and your shipmates. * You were all convicted of the same crime falsely. You have all escaped prison together, after something really horrible happened at the prison (which will come back to haunt you, I guarantee). * You all wake up on a sailing ship. You have no idea how you got there or who anyone else is. That last thing you remember is starting your adventuring careers. Did I mention the undead in the cargo hold? (Turns out, they're an established adventuring group who had all lost about 5 years of memory. Had to figure out why.) * You were put in stasis until medical science could come up with a cure for your terminal condition. You've all woken up together, seem to be cured, but you no longer recognize this post apocalyptic world. As for adventure plots, my all time favorite is to create an interesting situation or scene, then leave it up to the players to pick avenues to explore, clues to run down, and answers to find. [/QUOTE]
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