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<blockquote data-quote="Odhanan" data-source="post: 5287352" data-attributes="member: 12324"><p>You've got your world and everything. That's cool.</p><p></p><p>Now, set all that pile of stuff aside for a moment. You'll come back to it gradually, when needed.</p><p></p><p>Think of how you'd want to start the game. What is the first thing you're going to describe to your players? Where are they? What's going on? Are they in the middle of a fight? Or are they travelling and seeing something that prompts them to act, one way or another? </p><p></p><p>Try to visualize this first situation, the game's opening. From there, there is a problem, something happens, a trigger to adventure. Try to think of ways in which the PCs might deal with it (all the while knowing that it's probably not what they're going to do, but these possibilities you are thinking of right now are there to help you improvise the options in-between during the game). Where do these different possibilities lead the game? What would happen next? Where do they go to? </p><p></p><p>Try to think in terms of maybes. Not "PCs must" or "have to". </p><p></p><p>Go on like this until you have a first adventure, with two or three set pieces, a handful of encounters, with a satisfying resolution.</p><p></p><p>Then, go back to your pile of stuff and fit this first adventure in the setting, adding color, origins, etc to the NPCs, monsters, etc. Don't over do it. Just add what the PCs might come to know by playing the game. Not any further (it's important, because that leaves you room to imagine further developments down the road, after the first adventure is played). </p><p></p><p>Then play the darn thing.</p><p></p><p>Once the game is played, lots of stuff will have happened. You will have improvised a bit, maybe came up with stuff that wasn't in your notes in the process. All this stuff will set the PCs' career in motion. Build on it by having an NPC from this first adventure later contact the PCs about another problem this person has, or maybe a friend, or relative. Try to expand on what actually happened at the game table like this. Or maybe the PCs have a mind of their own and want to do stuff, like open a store, or be part of an organization, or maybe get to know more about that orc with the red hand they met in the dungeon during the first game? </p><p></p><p>Expand like this bit by bit. You'll have a humongous campaign in no time, with none of the headache of dealing with everything at once. </p><p></p><p>Good luck to you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Odhanan, post: 5287352, member: 12324"] You've got your world and everything. That's cool. Now, set all that pile of stuff aside for a moment. You'll come back to it gradually, when needed. Think of how you'd want to start the game. What is the first thing you're going to describe to your players? Where are they? What's going on? Are they in the middle of a fight? Or are they travelling and seeing something that prompts them to act, one way or another? Try to visualize this first situation, the game's opening. From there, there is a problem, something happens, a trigger to adventure. Try to think of ways in which the PCs might deal with it (all the while knowing that it's probably not what they're going to do, but these possibilities you are thinking of right now are there to help you improvise the options in-between during the game). Where do these different possibilities lead the game? What would happen next? Where do they go to? Try to think in terms of maybes. Not "PCs must" or "have to". Go on like this until you have a first adventure, with two or three set pieces, a handful of encounters, with a satisfying resolution. Then, go back to your pile of stuff and fit this first adventure in the setting, adding color, origins, etc to the NPCs, monsters, etc. Don't over do it. Just add what the PCs might come to know by playing the game. Not any further (it's important, because that leaves you room to imagine further developments down the road, after the first adventure is played). Then play the darn thing. Once the game is played, lots of stuff will have happened. You will have improvised a bit, maybe came up with stuff that wasn't in your notes in the process. All this stuff will set the PCs' career in motion. Build on it by having an NPC from this first adventure later contact the PCs about another problem this person has, or maybe a friend, or relative. Try to expand on what actually happened at the game table like this. Or maybe the PCs have a mind of their own and want to do stuff, like open a store, or be part of an organization, or maybe get to know more about that orc with the red hand they met in the dungeon during the first game? Expand like this bit by bit. You'll have a humongous campaign in no time, with none of the headache of dealing with everything at once. Good luck to you! :D [/QUOTE]
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