This evening I finally found time to continue work on my next RPG campaign after a long hiatus. I have some stuff already written, and I know what the climax of the campaign will be like. In a nutshell, it goes a little something like this
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I had planned on using the idea you mentioned- the effects of evil's activity. I think part of my problem is I want to do something a bit more Machiavellian and subtle, too- but I'm really not good at writing out that sort of thing.
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-That- is where the fun comes in. If they get close they start adjusting based on what is real and what they think is real. And as they start conjecture they will eventually come across the big reveal all by themselves.
But if you're wanting to foster some of that along you may want an NPC or a clue or two that gives part of the backstory but is obviously missing some pieces somewhere. Kind of like the datapads you pick up as you play through Doom 3
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