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31

Option One: Start Closer To The End It's not actually cheating to start at a higher level, and that's a weird expectation that games don't bear out. The inclination to "make those bastards work for it" is not a helpful GM attribute. I really enjoyed playing Feng Shui for the first time when it came out because by specifically allowing the players to be ...


13

I get the sense that you have a very specific story you want to tell. I do hate giving this advice, but if you have a beginning, middle, and end in mind, perhaps you should write a novel instead of running a game. It will be more artistically satisfying for you, in those cases. However, if you really want to run a game that meets a particular end, some ...


11

I get conflicted intentions here. You want to start "low-level" (which can mean many things) and you want to see the heroes reach this epic ending. So you want both the epic journey and the super cool finale but you're impatient. Forget the "low-level = beginning" paradigm of video games (and usual games) In Star Wars, no major character on screen is level ...


7

Lead With the Cool Stuff You don't have a system tag and you're posing a question that spans genres, so I assume you have freedom to choose a system. So choose a system that empowers your choices and start with awesome. Systems like Fate Core and GUMSHOE assume competent PCs from the get-go. Some systems let you scale your PCs to the plans you have, like ...


5

Your problem is that you have a certain end in sight, but don't have control over all the agencies that need to come together to reach that end. The exact same situation exists in much smaller scales, for example if you have an encounter where the players need to get past two guards. You plan out a whole back story, where they go and talk to the guard's ...


4

As long as your players/characters are suitable to gel as a team, and the non-plot-linked characters have abilities that allow them to contribute something special, I wouldn't worry about it too much. Characters end up being important because of what they actually do, not because of the reason they show up in the first place. So provided that all characters ...


3

Well, the two players in question wanted to develop their characters during play, right? Sounds like a good thing to do would be to take them aside, between sessions and see if they could see ways to tie their characters into anything existing, or adding a minimal amount of additional things to bring into the game. I'd have them look at things like the ...


2

It could be ok if they players with the basic backgrounds were ok having basic backgrounds. Since they are now feeling disconnected from the plot, it seems like probably everyone would be happier if you worked in some connections. You might want to make sure all of the players are ok with how you do this, but some options could include: If the players who ...


1

I had this exact same problem with a Deadlands Reloaded campaign I am currently running. For my games I use a standard template for players to fill in their character backgrounds before the first session starts, which gives many opportunities for plot hooks to be identified. However, one of my players despises doing this as part of character creation, so we ...



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