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<blockquote data-quote="Hussar" data-source="post: 5280589" data-attributes="member: 22779"><p>It's a refreshing situation when pretty much everyone is giving the same advice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think you can boil it down to:</p><p></p><p>1. Particularly for brand new players (and even for not so new players), having specific plots depend upon specific events in the campaign is a bad idea. It's railroading, it's generally considered a bad idea and it's likely to be received poorly.</p><p></p><p>2. Because these are new players, let them stretch out their wings a bit before you start hedging them into specific stories. Not that you can't drop hooks, of course, but, gently.</p><p></p><p>3. Softly, softly catchee monkey. At this point, the players have no real expectations about what is going to happen. How these first sessions go will color their perceptions for a very long time. I might suggest letting them be awesome for a while. Put your plot on the back burner, just for a little while, and let the players sit in the driver's seat for a bit. See what they want to do. Then, once you have an idea what motivates them, use that to entice them into the plotline that you want to do. Never push when gentle suggestion will work much, much more effectively.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5280589, member: 22779"] It's a refreshing situation when pretty much everyone is giving the same advice. :) I think you can boil it down to: 1. Particularly for brand new players (and even for not so new players), having specific plots depend upon specific events in the campaign is a bad idea. It's railroading, it's generally considered a bad idea and it's likely to be received poorly. 2. Because these are new players, let them stretch out their wings a bit before you start hedging them into specific stories. Not that you can't drop hooks, of course, but, gently. 3. Softly, softly catchee monkey. At this point, the players have no real expectations about what is going to happen. How these first sessions go will color their perceptions for a very long time. I might suggest letting them be awesome for a while. Put your plot on the back burner, just for a little while, and let the players sit in the driver's seat for a bit. See what they want to do. Then, once you have an idea what motivates them, use that to entice them into the plotline that you want to do. Never push when gentle suggestion will work much, much more effectively. [/QUOTE]
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