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<blockquote data-quote="Hella_Tellah" data-source="post: 5317319" data-attributes="member: 52669"><p>I think you have some good ideas here, but I agree with S'mon that it's too linear, and assumes too much compliance from the players. If you want to plan out a story, you can, but players tend to want more agency than that. Instead of planning an entire plot, think of 5 or 6 interesting scenarios that prompt the players to action, but don't make assumptions about what they'll do.</p><p></p><p>I believe in starting the game as close to the interesting bits as possible. You want the players to play in a kingdom fallen into shambles, ruled by a demon prince, right? Have the game start out there. Don't make the players wait for the awesome; start the players out waist-deep in awesome. You want the pure-blood elves to return triumphantly? Start the game with a water landing, and have them storm the demon prince's kingdom Omaha Beach style. You want them to protect the heir to the throne? Choose one player randomly at the beginning of the game, and tell him he's the heir to the throne; the information is his to use or not. Hand every other player an equivalently interesting destiny, and see what they do with it.</p><p></p><p>Involve the players more deeply, use NPCs less, and start the game waist-deep in awesome.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 5317319, member: 52669"] I think you have some good ideas here, but I agree with S'mon that it's too linear, and assumes too much compliance from the players. If you want to plan out a story, you can, but players tend to want more agency than that. Instead of planning an entire plot, think of 5 or 6 interesting scenarios that prompt the players to action, but don't make assumptions about what they'll do. I believe in starting the game as close to the interesting bits as possible. You want the players to play in a kingdom fallen into shambles, ruled by a demon prince, right? Have the game start out there. Don't make the players wait for the awesome; start the players out waist-deep in awesome. You want the pure-blood elves to return triumphantly? Start the game with a water landing, and have them storm the demon prince's kingdom Omaha Beach style. You want them to protect the heir to the throne? Choose one player randomly at the beginning of the game, and tell him he's the heir to the throne; the information is his to use or not. Hand every other player an equivalently interesting destiny, and see what they do with it. Involve the players more deeply, use NPCs less, and start the game waist-deep in awesome. [/QUOTE]
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