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Player-driven campaigns and developing strong stories
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<blockquote data-quote="hawkeyefan" data-source="post: 8972644" data-attributes="member: 6785785"><p>I would suggest creating characters as a group. Come up with some unifying element for the characters… they all live in the same town, they’re all members of the same organization… whatever people are interested in. Then let them help in crafting the town or organization or whatever it may be, along with the NPCs needed to get things going. </p><p></p><p>Establish connections between the PCs and the NPCs. Connect the PCs to the town/organization. Give them existing relationships… friends and relatives that the players help create. They’ll be more invested in the NPCs this way, and you can then use the NPCs to help motivate the characters. </p><p></p><p>Having a specific location or group helps focus things in a way that’s clearer than just open ended adventure. Having existing relationships gives the players immediate connections to the setting that can be helpful, but can also cause complications. However, don’t use such NPCs purely as damsels in distress… doing it now and again is fine, but if that’s all they ever are, it’ll get old quickly. The PCs should have friends that actually help them when needed. </p><p></p><p>That’s what I’d suggest for a start. Don’t have players create their characters in a vacuum, and don’t create the world in a vacuum as GM. Create it all together so it seems like one cohesive thing.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8972644, member: 6785785"] I would suggest creating characters as a group. Come up with some unifying element[I] [/I]for the characters… they all live in the same town, they’re all members of the same organization… whatever people are interested in. Then let them help in crafting the town or organization or whatever it may be, along with the NPCs needed to get things going. Establish connections between the PCs and the NPCs. Connect the PCs to the town/organization. Give them existing relationships… friends and relatives that the players help create. They’ll be more invested in the NPCs this way, and you can then use the NPCs to help motivate the characters. Having a specific location or group helps focus things in a way that’s clearer than just open ended adventure. Having existing relationships gives the players immediate connections to the setting that can be helpful, but can also cause complications. However, don’t use such NPCs purely as damsels in distress… doing it now and again is fine, but if that’s all they ever are, it’ll get old quickly. The PCs should have friends that actually help them when needed. That’s what I’d suggest for a start. Don’t have players create their characters in a vacuum, and don’t create the world in a vacuum as GM. Create it all together so it seems like one cohesive thing. [/QUOTE]
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