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It depends mostly on one thing: Shall the game be a complete surprise or not. I made one surprise game and it worked only because the players said beforehand they are ok with being surprised. Else the players should be told the following things before character creation: What city the game is run in What is currently up in the city, thus is there ...


4

You can't host a game that doesn't motivate you As a GM, you're the player that invests the most work in the campaign, as you are the one generating content for it. If you can't find motivation in a campaign, it is doomed to die. So, try first to see if you can be motivated by those settings. If not, there are two clear choices: You host the campaign ...


4

Using a premade campaign world has various advantages: When the background material is known and published, you can assume that all players are familiar with the setting. Character knowledge which should be known to anyone living in that world (like basic geography, major factions and deities) doesn't have to be infodumped. This also avoids any ...


28

Just like the ice cream, the interest in vanilla is in the details and qualify of crafting it. Pick up a tub of store-brand vanilla, then compare it to a small-batch local gelateria's vaniglia — there's a huge difference. So too, in campaign settings. Making the big, broad strokes of the setting "weird" or unusual is the easy, superficial way of making the ...



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