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<blockquote data-quote="Irda Ranger" data-source="post: 4470128" data-attributes="member: 1003"><p>LostSoul is one the right track - have the PCs help you write your quest. Make them do it as a group too, so you don't have 5 divergent quests.</p><p></p><p>Also, why does it have to be an over-arching plot? I'm not a fan of "Save the world." The best stories are about people, not places and kingdoms. </p><p></p><p>Working backwards from the PCs, it looks like this:</p><p>1. Have the players write down what's important to their PCs.</p><p>2. Figure out what would threaten that.</p><p>3. Figure out what kind of NPCs would want what threatens what's important to the PCs.</p><p>4. Stat out those NPCs and their henchmen.</p><p>5. "You're sitting at the local pub when you overhear a conversation from by the bar '<em>Yup, riders come down from the north with news; war is brewing, and the Count of Yrr is threatening </em>...'"</p><p></p><p><em>et voila</em>, villain, quest & motivation all in one package.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4470128, member: 1003"] LostSoul is one the right track - have the PCs help you write your quest. Make them do it as a group too, so you don't have 5 divergent quests. Also, why does it have to be an over-arching plot? I'm not a fan of "Save the world." The best stories are about people, not places and kingdoms. Working backwards from the PCs, it looks like this: 1. Have the players write down what's important to their PCs. 2. Figure out what would threaten that. 3. Figure out what kind of NPCs would want what threatens what's important to the PCs. 4. Stat out those NPCs and their henchmen. 5. "You're sitting at the local pub when you overhear a conversation from by the bar '[I]Yup, riders come down from the north with news; war is brewing, and the Count of Yrr is threatening [/I]...'" [I]et voila[/I], villain, quest & motivation all in one package. [/QUOTE]
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