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General Tabletop Discussion
*TTRPGs General
Gamemastering advice on preparing adventures for Sword & Sorcery campaigns
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<blockquote data-quote="BrassDragon" data-source="post: 8345241" data-attributes="member: 7791"><p>No offense but that's a nothingburger of a premise. Surely you have more of a sense of place and conflict? It's the GM's job to come up with interesting, evocative questions to pose and discover the answers through play.</p><p></p><p>These characters didn't just spawn into a videogame. How did they get in that situation? Where do they come from? Are they strangers in a strange country (if so, how is this town different from what they're used to? Insect people? Fanatics who sacrifice their own to a monkey-headed statue? An enclave of frost dwarves?) Are they in their own little corner of the world? If so, who do they know and who knows them? Are people happy to see them back? Are there obligations and debts?</p><p></p><p>Who is after the players? Who took their stuff and how will they get it back? What's the most valuable thing they left behind? Who did they leave behind? </p><p></p><p>What does the town think of four half-naked people with weapons standing there? What assumptions do they make about them? Could to be mistaken for someone / something else? How can the towsfolk profit off these strangers? Turn them over to some authority? Which one? Sell them to the salt mines or the gladiatorial arena? Make them fight the undead who come out of the well in the night? </p><p></p><p>If all else fails, ask the players about the situation leading up to your premise. What do they imagine launched them into this story?</p></blockquote><p></p>
[QUOTE="BrassDragon, post: 8345241, member: 7791"] No offense but that's a nothingburger of a premise. Surely you have more of a sense of place and conflict? It's the GM's job to come up with interesting, evocative questions to pose and discover the answers through play. These characters didn't just spawn into a videogame. How did they get in that situation? Where do they come from? Are they strangers in a strange country (if so, how is this town different from what they're used to? Insect people? Fanatics who sacrifice their own to a monkey-headed statue? An enclave of frost dwarves?) Are they in their own little corner of the world? If so, who do they know and who knows them? Are people happy to see them back? Are there obligations and debts? Who is after the players? Who took their stuff and how will they get it back? What's the most valuable thing they left behind? Who did they leave behind? What does the town think of four half-naked people with weapons standing there? What assumptions do they make about them? Could to be mistaken for someone / something else? How can the towsfolk profit off these strangers? Turn them over to some authority? Which one? Sell them to the salt mines or the gladiatorial arena? Make them fight the undead who come out of the well in the night? If all else fails, ask the players about the situation leading up to your premise. What do they imagine launched them into this story? [/QUOTE]
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