Xethreau
Josh Gentry - Author, Wanderer
I think that if you are strongly set on a cosmic-good-versus-evil/little-people-get-swooped-into-events-larger-than-themselves type game, then it needs to be handled very carefully, or else it won't go over so great.
The best way I can explain this so that I am pretty sure you will understand my meaning without fail is to use videogame references. I appologise in advance.
Soul Calibur Legends for the Wii has a story line that is absolutely horrendus. You start out as this more-or-less stock character who mysteriously wakes up with one of the two legendary swords in front of him. He takes up the blade, and at the end of the first level (30 min into play, at most), he finds out that he is the only one who can save the world from all these demons that are attacking it. Character Motivation: Sigfried does not want to "loose anything" ever again...
An example you might wish to follow instead is that of Final Fantasy VII. When you start out, you play as characters who already have a fairly well established history, some of whom know each other, some do not. The action kicks off right away, but the situation is believable, and just after, there is a quick return to "every day life." Slowly but surely, the characters cause events (NOTE: Very few events simply "happen" to characters. Think "character driven plot") that ripple out, eventually snowballing tot he point where the characters have to leave home, travel abroad, and eventually fight evil in high places.
Character Motivations: Living on a dead friend's life, revenge, and redemption are all aspects of various character's reasons for adventure, some more than others. Unlike most video games, what is important in D&D (in terms of storyline) is character development, and not nessessarily "plot" for plot's sake.
I am not saying that "You are a hero, here is your artifact" sort of plot does not have its place, but from personal experience with a similar type plot ("You are chosen heroes! Go on a mission!"), unless it is handled delicately, the players will likely feel very very constrained.
The best way I can explain this so that I am pretty sure you will understand my meaning without fail is to use videogame references. I appologise in advance.
Soul Calibur Legends for the Wii has a story line that is absolutely horrendus. You start out as this more-or-less stock character who mysteriously wakes up with one of the two legendary swords in front of him. He takes up the blade, and at the end of the first level (30 min into play, at most), he finds out that he is the only one who can save the world from all these demons that are attacking it. Character Motivation: Sigfried does not want to "loose anything" ever again...
An example you might wish to follow instead is that of Final Fantasy VII. When you start out, you play as characters who already have a fairly well established history, some of whom know each other, some do not. The action kicks off right away, but the situation is believable, and just after, there is a quick return to "every day life." Slowly but surely, the characters cause events (NOTE: Very few events simply "happen" to characters. Think "character driven plot") that ripple out, eventually snowballing tot he point where the characters have to leave home, travel abroad, and eventually fight evil in high places.
Character Motivations: Living on a dead friend's life, revenge, and redemption are all aspects of various character's reasons for adventure, some more than others. Unlike most video games, what is important in D&D (in terms of storyline) is character development, and not nessessarily "plot" for plot's sake.
I am not saying that "You are a hero, here is your artifact" sort of plot does not have its place, but from personal experience with a similar type plot ("You are chosen heroes! Go on a mission!"), unless it is handled delicately, the players will likely feel very very constrained.