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<blockquote data-quote="Bradley Hindman" data-source="post: 7255644" data-attributes="member: 91764"><p>Its absolutely crucial that the PCs have a goal of their own. They need a place to start and a reason to talk to the NPCs. To give an example, I once started a campaign at a high-brow party. This was a pulp game (using Fate instead of D&D) but the principle is the same. The event was a party held by the Nazis in Mexico City. Their goal was a little propaganda to demonstrate Nazi technical prowess, by unveiling a large rock boring machine "designed" for boring railroad tunnels. Each of the PCs started with a small piece of information that not was all that it seemed. One player had discovered that an archeologist/treasure hunter was in the employ of the Nazi. She went to party to find out what the Nazis were really up to. Another, was a spy trying to steal Nazi technology. Another, was trying to ascertain what sort of deal the Mexican government was making with the Germans (if any).</p><p></p><p>Of course, the borer was actually a vehicle for traveling deep underground, a subterrene, leading eventually to a set of adventures ala "Journey to the Center of the Earth". The scene worked because each player had a reason to go speak with one or more NPCs. Further, each character brought their own particular skill set to the table. One tried to seduce a German engineer into giving a private ride on the subterrene (with the goal of stealing it of course). Another used his contacts with the local criminal element to create a distraction so he could steal documents unobserved. Another, got the archeologist drunk and guided the conversation towards interesting topics. I only used 3 three scripted events (welcoming speech by the lead German industrialist, the unveiling of the subterrene by the German engineering team, and tours through the subterrene as the party continued). I had a few others prepared, but the players were driving enough of the action that I didn't use them.</p></blockquote><p></p>
[QUOTE="Bradley Hindman, post: 7255644, member: 91764"] Its absolutely crucial that the PCs have a goal of their own. They need a place to start and a reason to talk to the NPCs. To give an example, I once started a campaign at a high-brow party. This was a pulp game (using Fate instead of D&D) but the principle is the same. The event was a party held by the Nazis in Mexico City. Their goal was a little propaganda to demonstrate Nazi technical prowess, by unveiling a large rock boring machine "designed" for boring railroad tunnels. Each of the PCs started with a small piece of information that not was all that it seemed. One player had discovered that an archeologist/treasure hunter was in the employ of the Nazi. She went to party to find out what the Nazis were really up to. Another, was a spy trying to steal Nazi technology. Another, was trying to ascertain what sort of deal the Mexican government was making with the Germans (if any). Of course, the borer was actually a vehicle for traveling deep underground, a subterrene, leading eventually to a set of adventures ala "Journey to the Center of the Earth". The scene worked because each player had a reason to go speak with one or more NPCs. Further, each character brought their own particular skill set to the table. One tried to seduce a German engineer into giving a private ride on the subterrene (with the goal of stealing it of course). Another used his contacts with the local criminal element to create a distraction so he could steal documents unobserved. Another, got the archeologist drunk and guided the conversation towards interesting topics. I only used 3 three scripted events (welcoming speech by the lead German industrialist, the unveiling of the subterrene by the German engineering team, and tours through the subterrene as the party continued). I had a few others prepared, but the players were driving enough of the action that I didn't use them. [/QUOTE]
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