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I don't want to homebrew anymore...
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<blockquote data-quote="I'm A Banana" data-source="post: 6734454" data-attributes="member: 2067"><p>One of my favorite tricks to re-start the ol' engines is to have the party whip up characters <em>before</em> I come up with any adventure.</p><p></p><p>And then base the antagonists or enemies off of what the PC's create.</p><p></p><p>So say you have a Super Cliche party with a halfling rogue, a dwarven cleric, an elf wizard, and a human fighter. </p><p></p><p>Our Halfling Rogue might be wanted for a crime in her idyllic homeland. Our dwarven cleric has a predisposition to fighting demons and undead. The elven wizard can be searching for lost lore. The human fighter maybe is a Folk Hero fresh off the turnip truck. </p><p></p><p>That's enough plotline to go for miles, and it already includes hooks that make the players interested. There's a slight risk of Generic-ness, but that's pretty easy to avoid - invert an expectation, or smush two plot lines together. Maybe it turns out the halfling village is trying to get help from the human village to help apprehend the little bugger - will the Human Fighter betray the people who laud him as a hero, or will he betray his party member? Maybe you smush the demons and undead together to create demonic undead (Orcus!), and the lost lore that was once protected by the living. </p><p></p><p>The things you can add to this might include items - <em>especially</em> intelligent items, or otherwise "not your normal +1 swords." It might also include prestige classes - perhaps your dwarven cleric becomes a Demon-Slayer. Interesting NPC's and patrons could be coming out of the woodwork here. </p><p></p><p>Let the players take some of the stress of plot-creation off your shoulders - let them have goals and desires, either independent or embedded in their class, race, background, etc. Cram a few together and see what shakes out. Spice with mechanics they can discover in play as necessary.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6734454, member: 2067"] One of my favorite tricks to re-start the ol' engines is to have the party whip up characters [I]before[/I] I come up with any adventure. And then base the antagonists or enemies off of what the PC's create. So say you have a Super Cliche party with a halfling rogue, a dwarven cleric, an elf wizard, and a human fighter. Our Halfling Rogue might be wanted for a crime in her idyllic homeland. Our dwarven cleric has a predisposition to fighting demons and undead. The elven wizard can be searching for lost lore. The human fighter maybe is a Folk Hero fresh off the turnip truck. That's enough plotline to go for miles, and it already includes hooks that make the players interested. There's a slight risk of Generic-ness, but that's pretty easy to avoid - invert an expectation, or smush two plot lines together. Maybe it turns out the halfling village is trying to get help from the human village to help apprehend the little bugger - will the Human Fighter betray the people who laud him as a hero, or will he betray his party member? Maybe you smush the demons and undead together to create demonic undead (Orcus!), and the lost lore that was once protected by the living. The things you can add to this might include items - [I]especially[/I] intelligent items, or otherwise "not your normal +1 swords." It might also include prestige classes - perhaps your dwarven cleric becomes a Demon-Slayer. Interesting NPC's and patrons could be coming out of the woodwork here. Let the players take some of the stress of plot-creation off your shoulders - let them have goals and desires, either independent or embedded in their class, race, background, etc. Cram a few together and see what shakes out. Spice with mechanics they can discover in play as necessary. [/QUOTE]
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