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<blockquote data-quote="Janx" data-source="post: 4984397" data-attributes="member: 8835"><p>every session you play is a story, the goal then is to make it a story worthy of retelling.</p><p></p><p>One of the first steps is to make sure the story is about the PCs.</p><p>That means, you don't write a game about Beowulf, and how the PCs help him through HIS story.</p><p></p><p></p><p>You write a game where the PCs are in a similar situation as beowulf.</p><p></p><p></p><p></p><p>You write your hooks in a way that relate to the PCs in a believable fashion that the player will accept and willingly pursue.</p><p></p><p>In a private detective story, the story happens because the PC is hired to do his job. Inherently obvious PC to plot hook connection.</p><p></p><p>In a fantasy campaign, a story can happen because the PC wants to pursue treasure gain, so he runs into opportunities that become more complex than he first knew.</p><p></p><p></p><p>Make reasonable motivations and connections for the NPCs to interact with the PCs. Don't just make "yet another random orc" encounter. Make that orc be looking for the man who shot his pa, which he believes was a PC. The orc has a 1 line motivation AND it connects him to the PCs (even if he's wrong, he has a reason to be seeking them out).</p><p></p><p>These elements form the background of telling a story.</p><p></p><p>From there, let it proceed as the PLAYERS choose. Don't force them into a path where they HAVE to clear their name with the orc, accept that it may go either way, and allow for FUN to happen.</p><p></p><p>Don't make every choice a screw-job. Wherein if the PCs don't help the orc, they become the bad guys. Allow for the fact that the players want to win, and they may not see the situation the same as you. let them shape how that happens and make it challenging along the way.</p></blockquote><p></p>
[QUOTE="Janx, post: 4984397, member: 8835"] every session you play is a story, the goal then is to make it a story worthy of retelling. One of the first steps is to make sure the story is about the PCs. That means, you don't write a game about Beowulf, and how the PCs help him through HIS story. You write a game where the PCs are in a similar situation as beowulf. You write your hooks in a way that relate to the PCs in a believable fashion that the player will accept and willingly pursue. In a private detective story, the story happens because the PC is hired to do his job. Inherently obvious PC to plot hook connection. In a fantasy campaign, a story can happen because the PC wants to pursue treasure gain, so he runs into opportunities that become more complex than he first knew. Make reasonable motivations and connections for the NPCs to interact with the PCs. Don't just make "yet another random orc" encounter. Make that orc be looking for the man who shot his pa, which he believes was a PC. The orc has a 1 line motivation AND it connects him to the PCs (even if he's wrong, he has a reason to be seeking them out). These elements form the background of telling a story. From there, let it proceed as the PLAYERS choose. Don't force them into a path where they HAVE to clear their name with the orc, accept that it may go either way, and allow for FUN to happen. Don't make every choice a screw-job. Wherein if the PCs don't help the orc, they become the bad guys. Allow for the fact that the players want to win, and they may not see the situation the same as you. let them shape how that happens and make it challenging along the way. [/QUOTE]
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