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The way I do this is with revelations. Basically, plot twists that act as way points, changing the players' understanding of the situation incrementally, acting as a chain of connected accomplishments that also inform next steps. In programming parlance, it's a linked list. Each location has both a value, and the address of the next member of the linked ...


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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 ...


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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 ...


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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 ...


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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 ...


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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 ...


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One simple question: What is the conflict in this scene and why do I want to highlight it. If there is no conflict, just say it's done and move on. if you don't want to highlight the conflict, roll dice and move on. Should you find the scene both interesting and filled with conflict, go to town.



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