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<blockquote data-quote="ExploderWizard" data-source="post: 4406251" data-attributes="member: 66434"><p>Starting a new campaign from scratch can seem like an enormous roadblock to actually playing. The idea of starting in the midst of a combat was a good one. After the battle the PC's might need to figure out why they were attacked. That can lead to sketching out an NPC bad guy or group and determining thier motivations. As far as world development goes just concentrate on the immediate area and determine what lies beyond as the PC's explore. Your players can often help create a lot of the world without ever knowing it if you listen to them during the game and make some notes. </p><p> </p><p>Some possible starting points:</p><p> </p><p>1) The PC's were not the intended victims. Whatever attacked them was too stupid to realize it was the wrong target. Questioning an attacker might lead to a contact about what was going on and who the intended targets were and why.</p><p> </p><p>2) The PC's were the intended victims. Someone, somewhere has a grudge against them. It doesn't have to be very important in the greater scheme of things. Perhaps it was a schoolmate of the party wizard that was always jealous, or a professional rival of the rogue. What matters is the importance of the thing to the NPC's acting on it. </p><p> </p><p>Once the initial encounter concludes (and having one bad guy snivel and beg and fall over themselves to divulge info is good here) the PC's can decide on how they follow up. Have the motivated NPC(s) and some fodder for them statted up and play it by ear. </p><p> </p><p>After the first session, you can develop deeper and more important plots and the players might give you clues about what type of things they like to do.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4406251, member: 66434"] Starting a new campaign from scratch can seem like an enormous roadblock to actually playing. The idea of starting in the midst of a combat was a good one. After the battle the PC's might need to figure out why they were attacked. That can lead to sketching out an NPC bad guy or group and determining thier motivations. As far as world development goes just concentrate on the immediate area and determine what lies beyond as the PC's explore. Your players can often help create a lot of the world without ever knowing it if you listen to them during the game and make some notes. Some possible starting points: 1) The PC's were not the intended victims. Whatever attacked them was too stupid to realize it was the wrong target. Questioning an attacker might lead to a contact about what was going on and who the intended targets were and why. 2) The PC's were the intended victims. Someone, somewhere has a grudge against them. It doesn't have to be very important in the greater scheme of things. Perhaps it was a schoolmate of the party wizard that was always jealous, or a professional rival of the rogue. What matters is the importance of the thing to the NPC's acting on it. Once the initial encounter concludes (and having one bad guy snivel and beg and fall over themselves to divulge info is good here) the PC's can decide on how they follow up. Have the motivated NPC(s) and some fodder for them statted up and play it by ear. After the first session, you can develop deeper and more important plots and the players might give you clues about what type of things they like to do. [/QUOTE]
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