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How to start a new campaign?
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<blockquote data-quote="morrolan" data-source="post: 1421559" data-attributes="member: 1847"><p>I agree w/ Guilaume. Figure out what sort of game your players want, although this may tak some trial and error if you are new to gming. It also helps if they hqve backgrounds worked out, so you can derive plots from there. </p><p>Beyond that, I tend to figure out a main plot, based on a villain or evil organization. Break their main goal down into a few adventures. For instance, first the players are alerted to the villains existance. Next they discover the true extent of his plan. Then they find out a way to stop him. A quest for the thing to use against him. Finally the pc's take the fight to him. </p><p>Each of these example steps need not be the main point of that adventure. The main villain could be introduced as a minor player in one adventure, then grow more important as time goes on. Throw in a few unrelated episodes. A good point of reference is a season of a tv show like Buffy or Angel; While the Big Bad is a constant threat/concern, there are many side-treks to break up the plot a bit.</p><p></p><p>As for the world itself, you may want to use a published setting if you are new. It will be one less thing to worry about. Otherwise, paint most of the world in broad strokes, and save the detail for where the characters will be running around. Build as you go, and if the characters want to know something you haven't accounted for, just wing it, and add the result into your "official" world. </p><p></p><p>Well I've rambled longer than I expected... hope something here helps! This is how I tend to conceptualize campaigns, but as always YMMV!</p></blockquote><p></p>
[QUOTE="morrolan, post: 1421559, member: 1847"] I agree w/ Guilaume. Figure out what sort of game your players want, although this may tak some trial and error if you are new to gming. It also helps if they hqve backgrounds worked out, so you can derive plots from there. Beyond that, I tend to figure out a main plot, based on a villain or evil organization. Break their main goal down into a few adventures. For instance, first the players are alerted to the villains existance. Next they discover the true extent of his plan. Then they find out a way to stop him. A quest for the thing to use against him. Finally the pc's take the fight to him. Each of these example steps need not be the main point of that adventure. The main villain could be introduced as a minor player in one adventure, then grow more important as time goes on. Throw in a few unrelated episodes. A good point of reference is a season of a tv show like Buffy or Angel; While the Big Bad is a constant threat/concern, there are many side-treks to break up the plot a bit. As for the world itself, you may want to use a published setting if you are new. It will be one less thing to worry about. Otherwise, paint most of the world in broad strokes, and save the detail for where the characters will be running around. Build as you go, and if the characters want to know something you haven't accounted for, just wing it, and add the result into your "official" world. Well I've rambled longer than I expected... hope something here helps! This is how I tend to conceptualize campaigns, but as always YMMV! [/QUOTE]
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