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<blockquote data-quote="Hussar" data-source="post: 4476021" data-attributes="member: 22779"><p>In my current campaign (which just started - see the link in my sig) I did three things. </p><p></p><p>1. I started with a little mini game where I placed about 50 Magic cards out on the table. Going around the table, each player picked two for themselves, then one for the person to their left and then one for the person on their right and then one more for themselves. Anything from those cards could be used in their character background - anything meaning the art, the text, the artist's name if that floats your boat, anything. In the final two rounds, each player had to trade one card with another player - those two cards, which need not be linked to each other, indicate the relationship between those two characters. Two rounds of that and you have an entire group, complete with connections to at least (possibly more) two other characters. </p><p></p><p>It worked very, very well. ((Note, this is NOT my idea, I stole it from Fear the Boot. ))</p><p></p><p>2. I started the campaign in medias res. They started out on the deck of a badly damaged sailing ship. As they looked around, and poked a bit, I had a large (well Huge actually) centipede crash out of the aft cabin and try to eat them. After the first round of combat, I did a flashback, which brings me to point 3.</p><p></p><p>3. At four points during the first adventure I placed flashback scenes. The first one was after the first round of combat. The second was in the middle of another combat. The third was while exploring late in the adventure. The fourth (which hasn't happened yet) will happen at the end and will include a nice little foreshadow for the rest of the campaign. Each interlude was there for exposition and also to allow the players to expound on their character backgrounds. </p><p></p><p>I found this plan worked very, very well. The players seemed really keen and it kept the interest level at the table very high.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4476021, member: 22779"] In my current campaign (which just started - see the link in my sig) I did three things. 1. I started with a little mini game where I placed about 50 Magic cards out on the table. Going around the table, each player picked two for themselves, then one for the person to their left and then one for the person on their right and then one more for themselves. Anything from those cards could be used in their character background - anything meaning the art, the text, the artist's name if that floats your boat, anything. In the final two rounds, each player had to trade one card with another player - those two cards, which need not be linked to each other, indicate the relationship between those two characters. Two rounds of that and you have an entire group, complete with connections to at least (possibly more) two other characters. It worked very, very well. ((Note, this is NOT my idea, I stole it from Fear the Boot. )) 2. I started the campaign in medias res. They started out on the deck of a badly damaged sailing ship. As they looked around, and poked a bit, I had a large (well Huge actually) centipede crash out of the aft cabin and try to eat them. After the first round of combat, I did a flashback, which brings me to point 3. 3. At four points during the first adventure I placed flashback scenes. The first one was after the first round of combat. The second was in the middle of another combat. The third was while exploring late in the adventure. The fourth (which hasn't happened yet) will happen at the end and will include a nice little foreshadow for the rest of the campaign. Each interlude was there for exposition and also to allow the players to expound on their character backgrounds. I found this plan worked very, very well. The players seemed really keen and it kept the interest level at the table very high. [/QUOTE]
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