A big part of my technique is to not connect my “crafted ideas” to any specific campaign elements. Instead I use things that come up in play to connect prepared stuff to on-the-fly stuff as seamlessly as possible. A lot of the time I use the players’ own ideas to fill in the gaps; less work for me and it rewards the players for correctly “figuring out” my interesting plot lines!
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Well, four of those openers were basically ones I’ve used in the past. Two of those were made up on the fly without really much preperation. The other examples I threw together at about 3:30 a.m. while finishing the article.
I guess my “inspiration” comes from 30+ years of gamemastering and a strong love of story-telling. My creative process is all about focusing on “interesting” elements. Things that make the players ask questions and want to interact with the world. Truth be told, I create a lot of questions ahead of time but no answers. Answers are discovered along the way (although my player usually think otherwise).
To answer your question regarding the time and effort I put into this article. I normally like to be a week or two ahead in writing but my life is crazy right now. This article was written on my lunch break at work from 3:00 to 3:30 a.m. (I work the graveyard shift). I usually give an article a lot of thought first then sit down and knock it out in an hour or two. But truthfully, this article was literally just something I put together after a conversation with a coworker about how much I loved the opening “musical” sequence to Guardians of the Galaxy (it really sets the tone of the movie).
I was thinking of expanding the article with another 10 or 20 openers, maybe fleshed out a little more. Is there a demand for that? Is that something you guys would find useful?
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