Jürgen Hubert
First Post
Well, DM fun is important, too. So here is my advice:
Induce complete and utter paranoia in the player characters. Make NPCs make seemingly harmless comments that take on sinister undertones later on. Let them find mysterious notes on the body of villains that are both obscure and hinting at deeper forces at play - including the player characters. Let those notes refer to them as "pawns".
Other than that, you don't really have to do a thing for the first few adventures. Just watch them gradually become more paranoid and prone to jumping at shadows. But listen intently to their conspiracy theories. And take notes.
Paranoid players can be a lot of fun for DMs. And despite the fact that you are making all the conspiracies up as you go along, they will see you as a genius for waving such an intricate storyline!
Induce complete and utter paranoia in the player characters. Make NPCs make seemingly harmless comments that take on sinister undertones later on. Let them find mysterious notes on the body of villains that are both obscure and hinting at deeper forces at play - including the player characters. Let those notes refer to them as "pawns".
Other than that, you don't really have to do a thing for the first few adventures. Just watch them gradually become more paranoid and prone to jumping at shadows. But listen intently to their conspiracy theories. And take notes.
Paranoid players can be a lot of fun for DMs. And despite the fact that you are making all the conspiracies up as you go along, they will see you as a genius for waving such an intricate storyline!