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Gates: Multiple Primes?
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<blockquote data-quote="nonamazing" data-source="post: 1755976" data-attributes="member: 12118"><p>Here's my idea:</p><p></p><p>Have each of your players choose a campaign setting that they like and make a character from that setting. Have each of them choose a different setting, and make sure that each of them creates a character with a real background/attachment to the world that they are from. (If possible, let your players think that everyone is going to be from the same setting...it will make for an interesting suprise when the game starts).</p><p></p><p>Then you, the GM, pick another setting, one that none of the players chose. Have the characters start off in your world, confused and with no idea of how they got there. Suddenly, they are attacked! Before the battle can grow too heated, however, a mysterious wizard emerges from the shadows and calls for a retreat.</p><p></p><p>As the characters start getting used to their new world and begin asking about their assailants, they learn that the mysterious wizard type is hunting for an artifact that can open doors between the worlds--just the thing the characters need to find their way to their homes!</p><p></p><p>The campaign would involve visiting each world in turn, with the adventures in each particular setting tying into a larger meta-plot (which can be the 'mysterious wizard' thing or something more original). What's good about this campaign model is that it allows the players themselves to choose the different settings you'll be using, thus giving them something of an investment in the campaign. As the plot grows more complicated, you could have the characters repeatedly going back and forth between the different worlds, allowing for a great deal of versitility.</p></blockquote><p></p>
[QUOTE="nonamazing, post: 1755976, member: 12118"] Here's my idea: Have each of your players choose a campaign setting that they like and make a character from that setting. Have each of them choose a different setting, and make sure that each of them creates a character with a real background/attachment to the world that they are from. (If possible, let your players think that everyone is going to be from the same setting...it will make for an interesting suprise when the game starts). Then you, the GM, pick another setting, one that none of the players chose. Have the characters start off in your world, confused and with no idea of how they got there. Suddenly, they are attacked! Before the battle can grow too heated, however, a mysterious wizard emerges from the shadows and calls for a retreat. As the characters start getting used to their new world and begin asking about their assailants, they learn that the mysterious wizard type is hunting for an artifact that can open doors between the worlds--just the thing the characters need to find their way to their homes! The campaign would involve visiting each world in turn, with the adventures in each particular setting tying into a larger meta-plot (which can be the 'mysterious wizard' thing or something more original). What's good about this campaign model is that it allows the players themselves to choose the different settings you'll be using, thus giving them something of an investment in the campaign. As the plot grows more complicated, you could have the characters repeatedly going back and forth between the different worlds, allowing for a great deal of versitility. [/QUOTE]
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