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<blockquote data-quote="doghead" data-source="post: 6256709" data-attributes="member: 8243"><p>It does, and I am pretty sure that you are not the only one who starts the at the end. I think (and this has already been mentioned I think) that there is an important difference between thinking "This is what I want the characters to do" and "This is what is happening" and then providing the players/characters with opportunity and incentive to intervene and influence events. </p><p></p><p></p><p></p><p>As Grogg said, sounds like you have a fairly decent outline in your head.</p><p></p><p></p><p></p><p>One option is to start with some unrelated adventures. There are plenty of free short adventures available online. Running a few of these would give you the opportunity to get to know how the players think and how the characters respond to things. 25 levels is a lot of game time, so you don't have to rush things.</p><p></p><p>You could start off having them do some work for the main protagonist in his role as a researcher/academic. Perhaps not directly at first, the protagonist is already probably pretty powerful if he is in a position to be planning this stuff. This can be used to set up the researcher or his minion as an expert, someone the characters are likely to seek out when they run across the first lock.</p><p></p><p>Alternatively, you could have the characters be tasked do do some unrelated things. By achieving them, they come to the attention of the cultist who decides that they could be useful in his plans to free the Djinn.</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 6256709, member: 8243"] It does, and I am pretty sure that you are not the only one who starts the at the end. I think (and this has already been mentioned I think) that there is an important difference between thinking "This is what I want the characters to do" and "This is what is happening" and then providing the players/characters with opportunity and incentive to intervene and influence events. As Grogg said, sounds like you have a fairly decent outline in your head. One option is to start with some unrelated adventures. There are plenty of free short adventures available online. Running a few of these would give you the opportunity to get to know how the players think and how the characters respond to things. 25 levels is a lot of game time, so you don't have to rush things. You could start off having them do some work for the main protagonist in his role as a researcher/academic. Perhaps not directly at first, the protagonist is already probably pretty powerful if he is in a position to be planning this stuff. This can be used to set up the researcher or his minion as an expert, someone the characters are likely to seek out when they run across the first lock. Alternatively, you could have the characters be tasked do do some unrelated things. By achieving them, they come to the attention of the cultist who decides that they could be useful in his plans to free the Djinn. thotd [/QUOTE]
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