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<blockquote data-quote="Arvok" data-source="post: 8098324" data-attributes="member: 6990899"><p>A couple of (not mutually exclusive) suggestions:</p><p></p><p>1. Draw up a few powerful NPCs before the campaigns starts. These don't have to be fully fleshed-out or even fully-formed ideas, really. Just some vague ideas you have on paper (something as simple as: King Burdan; old warrior who carved out his own kingdom and has no heir) you hint at when the PCs are exploring the world.</p><p></p><p>2. Let the PCs explore a bit and see what kind of trouble (in the form of unintended consequences) they create.</p><p></p><p>The key is that you take good notes of what's happening so you don't get caught in some story-destroying plot hole. If you do, and your players are mature, you can always ret-con it but it would be better if the story flows consistently if not smoothly.</p></blockquote><p></p>
[QUOTE="Arvok, post: 8098324, member: 6990899"] A couple of (not mutually exclusive) suggestions: 1. Draw up a few powerful NPCs before the campaigns starts. These don't have to be fully fleshed-out or even fully-formed ideas, really. Just some vague ideas you have on paper (something as simple as: King Burdan; old warrior who carved out his own kingdom and has no heir) you hint at when the PCs are exploring the world. 2. Let the PCs explore a bit and see what kind of trouble (in the form of unintended consequences) they create. The key is that you take good notes of what's happening so you don't get caught in some story-destroying plot hole. If you do, and your players are mature, you can always ret-con it but it would be better if the story flows consistently if not smoothly. [/QUOTE]
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