So, I'm preparing to run an ongoing game, beginning about a week from today. I have a lot of the plot, setting, villains, etc planned out.
This won't be the first game that I've ever run, but the number is quite small.
Whenever I am prepping a game, almost every time my biggest stumbling block is the very beginning.
How do the players stumble onto the plot in the first place? How do they meet each other? Where did they come from and why are they conveniently at X location when Y event happens?
Yeah, a lot of that can be determined by the characters' histories, but not all of it.
Some of the various things that I've done (and remember) are:
-none of the characters have met, and you're all hanging out in a bar. something happens, and the characters react, which causes them to band together. (this is somewhat convoluted, because it forces players to do something they might not otherwise do)
-the characters have never met and are all at a royal wedding. something happens, etc (see above, basically)
-the characters have met before, and they are recruited into the town service
-the characters are in the employ of a merchant, escorting goods when something exciting happens
-the characters have met before, and are hanging out in a bar when something happens
So it basically boils down to one of two formulaic situations: the players know each other and "sit around" (where sitting around could involve walking through the woods, hanging out in a bar, etc) and wait for something to happen, or, the players don't know each other and "sit around" () and wait for something to happen.
I was wondering what other lead-ins to stories you folks have used, either "stereotypical" or off-the-wall, and what seemed to work well or not work well?
This won't be the first game that I've ever run, but the number is quite small.
Whenever I am prepping a game, almost every time my biggest stumbling block is the very beginning.
How do the players stumble onto the plot in the first place? How do they meet each other? Where did they come from and why are they conveniently at X location when Y event happens?
Yeah, a lot of that can be determined by the characters' histories, but not all of it.
Some of the various things that I've done (and remember) are:
-none of the characters have met, and you're all hanging out in a bar. something happens, and the characters react, which causes them to band together. (this is somewhat convoluted, because it forces players to do something they might not otherwise do)
-the characters have never met and are all at a royal wedding. something happens, etc (see above, basically)
-the characters have met before, and they are recruited into the town service
-the characters are in the employ of a merchant, escorting goods when something exciting happens
-the characters have met before, and are hanging out in a bar when something happens
So it basically boils down to one of two formulaic situations: the players know each other and "sit around" (where sitting around could involve walking through the woods, hanging out in a bar, etc) and wait for something to happen, or, the players don't know each other and "sit around" () and wait for something to happen.
I was wondering what other lead-ins to stories you folks have used, either "stereotypical" or off-the-wall, and what seemed to work well or not work well?