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<blockquote data-quote="DrNilesCrane" data-source="post: 2224656" data-attributes="member: 7652"><p>I'd agree with most of the advice presented so far. Having an "uber plot" can give you a direction, but a lot can happen between now and a year or two down the road: I'd strongly suggest keeping your overall ideas more general and flexible the farther out you plan. It will also help to stop you from railroading as the players may want to take things in a whole different direction than you anticipate.</p><p></p><p>Don't over do the initial set-up or what you expect the players to read / memorize to step in to the world - develop it over time as much as possible. Definitely try to involve the players as much as you can: the more they have invested in the creation process (perhaps even contributing directly), the better chance they'll be involved over the long term.</p><p></p><p>One thing I didn't see mentioned was putting your own "easter eggs" (for lack of a better term) in the campaign. That is, throw stuff in - unique magic items, someone's name, a brief description of an interesting place - as you go and don't worry as much about what it means yet. If you use it later, it will help make the campaign feel consistent when the player remember they heard mention of [fill in the blank] 10 adventures ago, even if they (or the DM) did not know the significance of it then. (And 99% of the time, if something you toss in never comes up, no one will really remember anyway).</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 2224656, member: 7652"] I'd agree with most of the advice presented so far. Having an "uber plot" can give you a direction, but a lot can happen between now and a year or two down the road: I'd strongly suggest keeping your overall ideas more general and flexible the farther out you plan. It will also help to stop you from railroading as the players may want to take things in a whole different direction than you anticipate. Don't over do the initial set-up or what you expect the players to read / memorize to step in to the world - develop it over time as much as possible. Definitely try to involve the players as much as you can: the more they have invested in the creation process (perhaps even contributing directly), the better chance they'll be involved over the long term. One thing I didn't see mentioned was putting your own "easter eggs" (for lack of a better term) in the campaign. That is, throw stuff in - unique magic items, someone's name, a brief description of an interesting place - as you go and don't worry as much about what it means yet. If you use it later, it will help make the campaign feel consistent when the player remember they heard mention of [fill in the blank] 10 adventures ago, even if they (or the DM) did not know the significance of it then. (And 99% of the time, if something you toss in never comes up, no one will really remember anyway). Hope that helps! [/QUOTE]
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