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<blockquote data-quote="Pielorinho" data-source="post: 2045054" data-attributes="member: 259"><p>It really depends on the game.</p><p></p><p>One long-running campaign started with a single small village and a nearby dungeon.</p><p></p><p>Another started with the idea, "What if the bad guy were slowly turning the entire world into hive-mindish zombies, and the game had a climactic scene in which the PCs' home city were completely converted to this type of zombie?" That home city never did get detailed, because the game fell apart after two years of travelling adventuring and I just couldn't figure out how to make the climactic scene work. My prep for the game consisted of figuring out in great detail the villain's plans and motivations, as well as the religions of the world that would make this work.</p><p></p><p>Another started with the concept, "What if I run a very political game 500 years in the past of the previous campaign, and have spirits be omnipresent?" My prep prior to this game consisted of coming up with a lot of detail for the starting city, where we played for several months before moving on.</p><p></p><p>I usually start with a hook of some sort. If it's a travelling game, I put my energy into mythology and spectacle; if it's a stationary game, I put my energy into politics and organizations.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 2045054, member: 259"] It really depends on the game. One long-running campaign started with a single small village and a nearby dungeon. Another started with the idea, "What if the bad guy were slowly turning the entire world into hive-mindish zombies, and the game had a climactic scene in which the PCs' home city were completely converted to this type of zombie?" That home city never did get detailed, because the game fell apart after two years of travelling adventuring and I just couldn't figure out how to make the climactic scene work. My prep for the game consisted of figuring out in great detail the villain's plans and motivations, as well as the religions of the world that would make this work. Another started with the concept, "What if I run a very political game 500 years in the past of the previous campaign, and have spirits be omnipresent?" My prep prior to this game consisted of coming up with a lot of detail for the starting city, where we played for several months before moving on. I usually start with a hook of some sort. If it's a travelling game, I put my energy into mythology and spectacle; if it's a stationary game, I put my energy into politics and organizations. Daniel [/QUOTE]
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