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<blockquote data-quote="Dilvias" data-source="post: 5763656" data-attributes="member: 85371"><p>Okay, you have the basic genre (urban fantasy/horror), and the big idea (supernatural internet), plus some of your setting (modern earth). There is more of the setting that needs to be fleshed out (like what else exists in your world in terms of the supernatural, etc.) but you can at least start looking at what else you need for your campaign.</p><p> </p><p>First, and most importantly, you are going to need players. You want players who are excited about your game, and you want them to be able to create characters to interact with your game. So you need to make some decisions on character power level. Are they just ordinary people? Highly skilled people, but still ordinary? Ordinary people with a few supernatural gifts? Or more powerful creatures of the night/wizards/angels/etc? Setting your power level will know how best to present the game.</p><p> </p><p>To get the players excited, it might help to create a "blurb". Think of it as the short summary that is on the back of your book. It also helps focus your ideas on how to present the game to the players. For example: "In the ancient past, Wizards, Priests and many supernatural creatures used to tap into ley lines, lines of power that criss-crossed the world. Those who could tap into these lines could produce miracles or misery, depending on the desires of those who could use them. Now, in the modern world, new lines of power criss-cross the world, bringing those who can tap into it power and prestige and grant powers beyond anything dreamt of in the ancient world. We call these new lines of power 'The Internet'. But the ancient powers have studied and learned. They have improved on what mere mortals have accomplished. There is now another net, running parallel to our internet, where these beings gather. Before, they gathered in the ancient circles and sacred groves. Now, they are gathering in the new places, the Server Farms and Network Hubs. There are daemons in this internet, but they aren't going to serve man any more."</p><p> </p><p>Finally, you need to work on your first session, with outlines for later sessions. You may want a proto-session, to gather the players, and have them interact with your world. Don't worry too much about later sessions, but you do need a few major villains for the players to interfere with, and a few npcs for the players to interact with. My preference is to ask yourself what is going to happen if the players do not interfere. Then once the players interfere, you will know how the villains will react. </p><p> </p><p>Don't worry too much about creating grandiose plots. They never survive contact with the players. Also, listen to what your players say. Often times, they come up with better plots for your villains then you orginally thought of. If it is, use it, but don't reveal that you weren't the one who came up with the idea. It makes the players feel smarter for "figuring out" the plot, and they are doing the work for you.</p></blockquote><p></p>
[QUOTE="Dilvias, post: 5763656, member: 85371"] Okay, you have the basic genre (urban fantasy/horror), and the big idea (supernatural internet), plus some of your setting (modern earth). There is more of the setting that needs to be fleshed out (like what else exists in your world in terms of the supernatural, etc.) but you can at least start looking at what else you need for your campaign. First, and most importantly, you are going to need players. You want players who are excited about your game, and you want them to be able to create characters to interact with your game. So you need to make some decisions on character power level. Are they just ordinary people? Highly skilled people, but still ordinary? Ordinary people with a few supernatural gifts? Or more powerful creatures of the night/wizards/angels/etc? Setting your power level will know how best to present the game. To get the players excited, it might help to create a "blurb". Think of it as the short summary that is on the back of your book. It also helps focus your ideas on how to present the game to the players. For example: "In the ancient past, Wizards, Priests and many supernatural creatures used to tap into ley lines, lines of power that criss-crossed the world. Those who could tap into these lines could produce miracles or misery, depending on the desires of those who could use them. Now, in the modern world, new lines of power criss-cross the world, bringing those who can tap into it power and prestige and grant powers beyond anything dreamt of in the ancient world. We call these new lines of power 'The Internet'. But the ancient powers have studied and learned. They have improved on what mere mortals have accomplished. There is now another net, running parallel to our internet, where these beings gather. Before, they gathered in the ancient circles and sacred groves. Now, they are gathering in the new places, the Server Farms and Network Hubs. There are daemons in this internet, but they aren't going to serve man any more." Finally, you need to work on your first session, with outlines for later sessions. You may want a proto-session, to gather the players, and have them interact with your world. Don't worry too much about later sessions, but you do need a few major villains for the players to interfere with, and a few npcs for the players to interact with. My preference is to ask yourself what is going to happen if the players do not interfere. Then once the players interfere, you will know how the villains will react. Don't worry too much about creating grandiose plots. They never survive contact with the players. Also, listen to what your players say. Often times, they come up with better plots for your villains then you orginally thought of. If it is, use it, but don't reveal that you weren't the one who came up with the idea. It makes the players feel smarter for "figuring out" the plot, and they are doing the work for you. [/QUOTE]
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