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Weaving the plot around the characters
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<blockquote data-quote="Kid Socrates" data-source="post: 1877252" data-attributes="member: 10714"><p>I'm running two Final Fantasy campaigns (same time, same world, one party's actions eventually affect the other -- that right there is more fun than anything else, to me), and I'm building each campaign completely around the party.</p><p></p><p>The first thing I did was create the world -- the people, the magic level, the nations, the cities, the history, and then the -real- history (the stuff I didn't tell them).</p><p></p><p>Then I sat down with the two guys from the first party and said, "Tell me what character ideas you're having."</p><p></p><p>One said, "I'd like to be a summoner, dedicated to the idea of merging magic and machinery." I work with him on the idea, and take notes on the concept, and I make a few NPCs that will either help or hinder him, and I take his other motivations and tie them into the overarching plot idea I had. I do the same with the other one.</p><p></p><p>I've found it's a lot more rewarding when they accomplish things that tie in with their character. The other one, the swordsman -- he's excited to advance the plot and take out the BBEG's flunkies and strike them down. But the Aeon that's tied into his past and holds the answers to the questions he's still asking? Nothing's more satisfying than figuring more out and taking that other guy down a few notches. Same for the summoner and things involving his city or family.</p><p></p><p>My problem with both pre-generated adventures and campaigns that don't revolve around my character is that I feel like I'm just filling a slot. "Okay, we need four heroes. You'll be filling the C slot. If you die, we'll move someone else in." I don't want to feel more important than anyone else in the party, but having the story revolve around the party is a really good feeling.</p><p></p><p>In regards to killing PCs, I've actually come up with a reason that lets them come back (with repercussions, mind you), but it's really campaign-specific and wouldn't work anywhere else.</p><p></p><p>This is Matt.</p></blockquote><p></p>
[QUOTE="Kid Socrates, post: 1877252, member: 10714"] I'm running two Final Fantasy campaigns (same time, same world, one party's actions eventually affect the other -- that right there is more fun than anything else, to me), and I'm building each campaign completely around the party. The first thing I did was create the world -- the people, the magic level, the nations, the cities, the history, and then the -real- history (the stuff I didn't tell them). Then I sat down with the two guys from the first party and said, "Tell me what character ideas you're having." One said, "I'd like to be a summoner, dedicated to the idea of merging magic and machinery." I work with him on the idea, and take notes on the concept, and I make a few NPCs that will either help or hinder him, and I take his other motivations and tie them into the overarching plot idea I had. I do the same with the other one. I've found it's a lot more rewarding when they accomplish things that tie in with their character. The other one, the swordsman -- he's excited to advance the plot and take out the BBEG's flunkies and strike them down. But the Aeon that's tied into his past and holds the answers to the questions he's still asking? Nothing's more satisfying than figuring more out and taking that other guy down a few notches. Same for the summoner and things involving his city or family. My problem with both pre-generated adventures and campaigns that don't revolve around my character is that I feel like I'm just filling a slot. "Okay, we need four heroes. You'll be filling the C slot. If you die, we'll move someone else in." I don't want to feel more important than anyone else in the party, but having the story revolve around the party is a really good feeling. In regards to killing PCs, I've actually come up with a reason that lets them come back (with repercussions, mind you), but it's really campaign-specific and wouldn't work anywhere else. This is Matt. [/QUOTE]
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