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<blockquote data-quote="Burning Yeti" data-source="post: 6322700" data-attributes="member: 6777211"><p>Perhaps not conventional, but I tend to work backwards. I like to envision how the campaign might end (and oftentimes that would be after expected years of play) and then trace a line back to a starting point. What major revelations will the PCs come to on the course to the ultimate end? What kind of PCs will care about this storyline? And once I get to that point, I can start looking at the finer points, and the individual plotlines sort of come together from that.</p><p></p><p>Of course, what happens once you start... everything gets derailed. The players go in a direction you didn't expect. A key NPC or villain is killed by the players' ingenuity or dumb luck... But that's when things really get fun, and the story starts to tell itself. The main villain has to course correct for the players actions, and since you've already envisioned the ending, you have some idea of what the villain WANTS to happen.</p><p></p><p>But the most important thing in running any game, regardless of system or genre, is to make sure your players' actions and decisions matters. Once you plan your "ending" you should expect that you'll never actually get there. Don't try to push the players back on track if things take a turn you didn't plan for. Let the game be organic and just go with the flow.</p><p></p><p>On a more micro level, it helps to plan 3-4 sessions in advance, but then take some time in between each session to re-evaluate in case the course has shifted.</p></blockquote><p></p>
[QUOTE="Burning Yeti, post: 6322700, member: 6777211"] Perhaps not conventional, but I tend to work backwards. I like to envision how the campaign might end (and oftentimes that would be after expected years of play) and then trace a line back to a starting point. What major revelations will the PCs come to on the course to the ultimate end? What kind of PCs will care about this storyline? And once I get to that point, I can start looking at the finer points, and the individual plotlines sort of come together from that. Of course, what happens once you start... everything gets derailed. The players go in a direction you didn't expect. A key NPC or villain is killed by the players' ingenuity or dumb luck... But that's when things really get fun, and the story starts to tell itself. The main villain has to course correct for the players actions, and since you've already envisioned the ending, you have some idea of what the villain WANTS to happen. But the most important thing in running any game, regardless of system or genre, is to make sure your players' actions and decisions matters. Once you plan your "ending" you should expect that you'll never actually get there. Don't try to push the players back on track if things take a turn you didn't plan for. Let the game be organic and just go with the flow. On a more micro level, it helps to plan 3-4 sessions in advance, but then take some time in between each session to re-evaluate in case the course has shifted. [/QUOTE]
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