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Inspiration for an urban intrigue/espionage adventure
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<blockquote data-quote="Wednesday Boy" data-source="post: 7171946" data-attributes="member: 53678"><p>I recommend getting the players involved. Give them a homework assignment to create a location, person, and faction. (And consider throwing in an item and event too.) It does part of the heavy lifting for you and gives you story elements that the players are interested in. I would be clear that these things may not show up in the game or may be changed by you to fit your campaign to appropriately set your players' expectations. Or if you want it more collaborative, take their creations and work with them for how they will appear in your campaign.</p><p></p><p>I would also work with the players before the campaign to find out what they want their characters to do--what factions they want to be associated with, what job they want to have, etc. I'd develop plot hooks based around those and would sprinkle leads for your central plot within them. If the Rogue wants to be part of a thieves' guild, give her robbery and con job plot hooks. As she resolves those plots, throw in clues for your main plot for her to start looking into.</p><p></p><p>But don't just give them plot hook, use your plot hooks to jump start them to driving the plot. Since the Rogue got to decide she's part of the thieves' guild instead of being told by the GM where her character fits, it'll hopefully get more buy in from her. If she's more invested it'll (hopefully) encourage her to being proactive. If she decides she wants to expand her guilds' territory let her do it and again, throw in trails for your main plot.</p><p></p><p>If you let the players guide the story more, I found it's helpful to have outside of the game discussions about what the characters want to do in the upcoming session. They're by no means obligated to follow through with their intended course of action but it's easier to weave your main plot into the seemingly tangential subplots if you know what they might get into.</p><p></p><p>Good luck! Keep us posted on how it goes!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 7171946, member: 53678"] I recommend getting the players involved. Give them a homework assignment to create a location, person, and faction. (And consider throwing in an item and event too.) It does part of the heavy lifting for you and gives you story elements that the players are interested in. I would be clear that these things may not show up in the game or may be changed by you to fit your campaign to appropriately set your players' expectations. Or if you want it more collaborative, take their creations and work with them for how they will appear in your campaign. I would also work with the players before the campaign to find out what they want their characters to do--what factions they want to be associated with, what job they want to have, etc. I'd develop plot hooks based around those and would sprinkle leads for your central plot within them. If the Rogue wants to be part of a thieves' guild, give her robbery and con job plot hooks. As she resolves those plots, throw in clues for your main plot for her to start looking into. But don't just give them plot hook, use your plot hooks to jump start them to driving the plot. Since the Rogue got to decide she's part of the thieves' guild instead of being told by the GM where her character fits, it'll hopefully get more buy in from her. If she's more invested it'll (hopefully) encourage her to being proactive. If she decides she wants to expand her guilds' territory let her do it and again, throw in trails for your main plot. If you let the players guide the story more, I found it's helpful to have outside of the game discussions about what the characters want to do in the upcoming session. They're by no means obligated to follow through with their intended course of action but it's easier to weave your main plot into the seemingly tangential subplots if you know what they might get into. Good luck! Keep us posted on how it goes! [/QUOTE]
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