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<Homebrew> The Port on the Aster Sea
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<blockquote data-quote="shilsen" data-source="post: 4397903" data-attributes="member: 198"><p>Thanks. But I'm just lazier than you two, and probably a little more focused on the game-play angle, so I tend to think of that first and filter the flavor through/towards it. That's all. </p><p></p><p></p><p></p><p>Actually, the stuff which you guys have put up all has tons of potential, and I've got dozens of plot hooks and ideas for short- and long-term adventures in mind from reading them. As far as practical considerations are concerned, off the top of my head here's what I recommend doing:</p><p></p><p>1) Pick some particularly interesting/salient elements of the setting and stick it in a short player handout (I'll handle this, as we discussed) and give it to them.</p><p></p><p>2) Have the players build their PCs and come up with reasons why they know each other and are working together and to what end (I like the Injustice League idea, personally).</p><p></p><p>3) Start the first session with "Roll initiative!", dropping the PCs into a fight designed to give the players a sense of 4e elements.</p><p></p><p>4) Drop a dozen plot hooks on them and let them go after whichever one they want and, if they desire, tie a couple together.</p><p></p><p>5) Run with the plot hook(s) they picked, adding/developing others as needed, some from their choices, some from their backgrounds, and some random ones. Use these to slowly add more and more of the setting flavor without overwhelming the players/PCs.</p><p></p><p>6) Weave the plots they're involved with forward and backwards into an overarching plotline. (Note: Do not start with an overarching plotline. I personally find campaigns without those better, and with three DMs, starting with one will be even more problematic than normal).</p><p></p><p>7) Bask in the applause and adulation of the players and pretend we had everything planned from the beginning.</p><p></p><p>Or something like that.</p></blockquote><p></p>
[QUOTE="shilsen, post: 4397903, member: 198"] Thanks. But I'm just lazier than you two, and probably a little more focused on the game-play angle, so I tend to think of that first and filter the flavor through/towards it. That's all. Actually, the stuff which you guys have put up all has tons of potential, and I've got dozens of plot hooks and ideas for short- and long-term adventures in mind from reading them. As far as practical considerations are concerned, off the top of my head here's what I recommend doing: 1) Pick some particularly interesting/salient elements of the setting and stick it in a short player handout (I'll handle this, as we discussed) and give it to them. 2) Have the players build their PCs and come up with reasons why they know each other and are working together and to what end (I like the Injustice League idea, personally). 3) Start the first session with "Roll initiative!", dropping the PCs into a fight designed to give the players a sense of 4e elements. 4) Drop a dozen plot hooks on them and let them go after whichever one they want and, if they desire, tie a couple together. 5) Run with the plot hook(s) they picked, adding/developing others as needed, some from their choices, some from their backgrounds, and some random ones. Use these to slowly add more and more of the setting flavor without overwhelming the players/PCs. 6) Weave the plots they're involved with forward and backwards into an overarching plotline. (Note: Do not start with an overarching plotline. I personally find campaigns without those better, and with three DMs, starting with one will be even more problematic than normal). 7) Bask in the applause and adulation of the players and pretend we had everything planned from the beginning. Or something like that. [/QUOTE]
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