So here's what I did for the start of my Primeval Thule game. The PC's started off chained up in the bowels of a slave ship, when it came under attack from a sea monster. The overseer bursts in, declares that they're all going to be thrown overboard, then a tentacle smashes through the hull and drags him out to get eaten. Fortunately, he drops the key. After a fight, the ship capsizes, and they wake up on a deserted island haunted by walking dead that contains an Atlantean temple guarded by a maddened demon, a fortress of the Crimson Slavers of Marg at one end, and a wizard of the Black Circle of Thran who wants something in that temple, and who is looking for disposable paw.....brave heroes to go in there and get it for her.
Overall, because the players appreciate clear objectives and impetuses, I've been aiming for giving them self-contained adventures as part of something larger, which hopefully give them some freedom in how they go about each objective.
Overall, because the players appreciate clear objectives and impetuses, I've been aiming for giving them self-contained adventures as part of something larger, which hopefully give them some freedom in how they go about each objective.