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	<title>Comments on: Behind the Screen: What comes first?</title>
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	<link>http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.php</link>
	<description>Never Adventure Alone</description>
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		<title>By: Gary</title>
		<link>http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.php/comment-page-1#comment-1309</link>
		<dc:creator>Gary</dc:creator>
		<pubDate>Tue, 06 Jan 2009 18:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.html#comment-1309</guid>
		<description>A lot of my campaigns begin in a small town or village and so I first lay out a rough map of the setting and then try to figure out who would populate such a place. I start with commoners, shop owners and such, and go up from there to those in power. This is my favorite part of campaign design - creating interesting, &quot;3-D&quot; NPC&#039;s is IMO crucial to hooking players into a setting. &lt;br/&gt;In those small towns, numerous things are going on: street gangs, corruption in the town militia, secret lovers, drug peddlers, stolen goods, an infestation of rats (and thus perhaps a wererat community), etc. All of these provide opportunities for adventure and I flesh them out, somewhat loosely at first, and then turn the players loose in town and see what happens! I like the spontaneity of sometimes not having a &quot;direction&quot; for the game and letting the players decide what they want to do.&lt;br/&gt;-g-</description>
		<content:encoded><![CDATA[<p>A lot of my campaigns begin in a small town or village and so I first lay out a rough map of the setting and then try to figure out who would populate such a place. I start with commoners, shop owners and such, and go up from there to those in power. This is my favorite part of campaign design &#8211; creating interesting, &#8220;3-D&#8221; NPC&#8217;s is IMO crucial to hooking players into a setting. <br />In those small towns, numerous things are going on: street gangs, corruption in the town militia, secret lovers, drug peddlers, stolen goods, an infestation of rats (and thus perhaps a wererat community), etc. All of these provide opportunities for adventure and I flesh them out, somewhat loosely at first, and then turn the players loose in town and see what happens! I like the spontaneity of sometimes not having a &#8220;direction&#8221; for the game and letting the players decide what they want to do.<br />-g-</p>
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		<title>By: Ravyn</title>
		<link>http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.php/comment-page-1#comment-1306</link>
		<dc:creator>Ravyn</dc:creator>
		<pubDate>Tue, 06 Jan 2009 03:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.html#comment-1306</guid>
		<description>I tend to start with my NPCs.  My group doesn&#039;t tend to unify on plots too often, so a sandbox approach tends to be the best way to hook them.  As a result, I spend a lot of time making the NPCs interesting people with their own lives and approaches, and they come to me in ones and twos and suggest things that they&#039;d be doing that the PCs might want to help with, prevent, or otherwise get caught up in.  Sometimes they even make the first move.  Then I turn the PCs loose, and the interactions power the next few ideas.</description>
		<content:encoded><![CDATA[<p>I tend to start with my NPCs.  My group doesn&#8217;t tend to unify on plots too often, so a sandbox approach tends to be the best way to hook them.  As a result, I spend a lot of time making the NPCs interesting people with their own lives and approaches, and they come to me in ones and twos and suggest things that they&#8217;d be doing that the PCs might want to help with, prevent, or otherwise get caught up in.  Sometimes they even make the first move.  Then I turn the PCs loose, and the interactions power the next few ideas.</p>
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		<title>By: SuperSooga</title>
		<link>http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.php/comment-page-1#comment-1305</link>
		<dc:creator>SuperSooga</dc:creator>
		<pubDate>Tue, 06 Jan 2009 01:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.html#comment-1305</guid>
		<description>I tend to create a pile of ingredients before I try and work it all together, hoping some of it will just fall into place. In no particular order I&#039;ll create:&lt;br/&gt;&lt;br/&gt;- NPCs, noting a driving motivation for each as well as a seemingly trivial side-plot in their lifes (Ketsue has recently spent a lot of money on a new dress and feels guilty about it)&lt;br/&gt;- Locations, along with why someone would want to go there. What makes it memorable?&lt;br/&gt;- Conflicts, between either individual NPCs or factions, all across the scale of the world. &lt;br/&gt;&lt;br/&gt;I find I tend to make a few of one ingredient, then a few of the next, then back to the first and so on. Somehow this will give me a pile of stuff I can draw a load of connections between. This gives me my &lt;b&gt;situation&lt;/b&gt; as I&#039;m forever trying to create situations rather than plots. The players should be creating the plots based around what we give them!&lt;br/&gt;&lt;br/&gt;Just one school of thought, of course.</description>
		<content:encoded><![CDATA[<p>I tend to create a pile of ingredients before I try and work it all together, hoping some of it will just fall into place. In no particular order I&#8217;ll create:</p>
<p>- NPCs, noting a driving motivation for each as well as a seemingly trivial side-plot in their lifes (Ketsue has recently spent a lot of money on a new dress and feels guilty about it)<br />- Locations, along with why someone would want to go there. What makes it memorable?<br />- Conflicts, between either individual NPCs or factions, all across the scale of the world. </p>
<p>I find I tend to make a few of one ingredient, then a few of the next, then back to the first and so on. Somehow this will give me a pile of stuff I can draw a load of connections between. This gives me my <b>situation</b> as I&#8217;m forever trying to create situations rather than plots. The players should be creating the plots based around what we give them!</p>
<p>Just one school of thought, of course.</p>
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		<title>By: The Yeti</title>
		<link>http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.php/comment-page-1#comment-1304</link>
		<dc:creator>The Yeti</dc:creator>
		<pubDate>Tue, 06 Jan 2009 01:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2009/01/behind-the-screen-what-comes-first.html#comment-1304</guid>
		<description>Normally I generate mine plot first.  I get an idea in my head of something that would be really cool and I build it from there.  As I expand upon the plot I fill in NPC&#039;s and then begin to work on ways to pull the PC&#039;s in next.  Though this has bit me on the ass a few times and the PC&#039;s were just like &quot;Meh. I would rather go stare at that kobold over there for a bit instead of participate in your epic war.&quot;   Very few times do I get an idea for a really killer NPC first.  If I don&#039;t get plot ideas first I get ideas from PC&#039;s story and background to date and build around it.</description>
		<content:encoded><![CDATA[<p>Normally I generate mine plot first.  I get an idea in my head of something that would be really cool and I build it from there.  As I expand upon the plot I fill in NPC&#8217;s and then begin to work on ways to pull the PC&#8217;s in next.  Though this has bit me on the ass a few times and the PC&#8217;s were just like &#8220;Meh. I would rather go stare at that kobold over there for a bit instead of participate in your epic war.&#8221;   Very few times do I get an idea for a really killer NPC first.  If I don&#8217;t get plot ideas first I get ideas from PC&#8217;s story and background to date and build around it.</p>
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