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<blockquote data-quote="Job" data-source="post: 3306165" data-attributes="member: 37196"><p>Actually, your initial list is very good! If a DM pays attention to those elements, and integrates them into their campaign over time, then it should generate quite a bit of interest for the players.</p><p></p><p>I would add three other elements:</p><p></p><p>1. If a player has generated a backstory for their character, then the DM should develop some plot elements that bring that story to life in their world. For example, I have a chaotic good warlock character (a player's main character died and they wanted to roll up a warlock) who provided two pages of backstory as to why such an individual grew up and eventually started traveling with our relatively-good aligned team. I've now added certain related mysteries and locations that fit that storyline and that the PC's will eventually stumble upon.</p><p></p><p>2. Ask your players what their characters would enjoy in the game, and add it, whatever it is. Would their characters like to find and own a certain Item? Have they heard of certain legends that they'd like to investigate, perhaps borrowing ideas from novels or movies that they say they've really enjoyed? Have they read about certain old-school D&D locations that they'd like to investigate (e.g. my players have expressed an interest in the Temple of Elemental Evil that I eventually plan to integrate into the campaign)? </p><p></p><p>3. Add magic items that develop with the characters. I use "Weapons of Legacy" as a starting point and general outline for this, but often blend the weapon's mystery with a player character's backstory. For example, one of my players wrote that his father was a titled and reknowned Lord in a land far away, and I had a small company of knights encounter this PC on a road to let him know that his father had died and to deliver his father's sword (powers unknown at this point, but glowed when the character grasped it) to the heir. The sword's powers will be revealed as the character uncovers certain historical information about his father and performs certain quests.</p><p></p><p>Thanks for an interesting thread.</p><p>Job.</p></blockquote><p></p>
[QUOTE="Job, post: 3306165, member: 37196"] Actually, your initial list is very good! If a DM pays attention to those elements, and integrates them into their campaign over time, then it should generate quite a bit of interest for the players. I would add three other elements: 1. If a player has generated a backstory for their character, then the DM should develop some plot elements that bring that story to life in their world. For example, I have a chaotic good warlock character (a player's main character died and they wanted to roll up a warlock) who provided two pages of backstory as to why such an individual grew up and eventually started traveling with our relatively-good aligned team. I've now added certain related mysteries and locations that fit that storyline and that the PC's will eventually stumble upon. 2. Ask your players what their characters would enjoy in the game, and add it, whatever it is. Would their characters like to find and own a certain Item? Have they heard of certain legends that they'd like to investigate, perhaps borrowing ideas from novels or movies that they say they've really enjoyed? Have they read about certain old-school D&D locations that they'd like to investigate (e.g. my players have expressed an interest in the Temple of Elemental Evil that I eventually plan to integrate into the campaign)? 3. Add magic items that develop with the characters. I use "Weapons of Legacy" as a starting point and general outline for this, but often blend the weapon's mystery with a player character's backstory. For example, one of my players wrote that his father was a titled and reknowned Lord in a land far away, and I had a small company of knights encounter this PC on a road to let him know that his father had died and to deliver his father's sword (powers unknown at this point, but glowed when the character grasped it) to the heir. The sword's powers will be revealed as the character uncovers certain historical information about his father and performs certain quests. Thanks for an interesting thread. Job. [/QUOTE]
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