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!!MA40nsGlj/I 02/19/10(Fri)18:31 No.8176151>>8175981
...seems a lot of people are beating me to the punch, and some of the above is actually good advice.
...really all you need is a plothook or two. If you have a good enough problem for your players, a problem which their characters are unavoidably invested in, they'll find solutions one way or another.
For example. Say you decide you want one of your problems to be "An illithid has kidnapped <someone urgently important, like a PC's family member or the kingdom's spymaster> and is holding them at a badass UNDERWATER FORTRESS! HELL YEAH THIS IS GONNA BE AN AWESOME DUNGEON!"
...Don't worry too much about "how will my players get to a fortress at the bottom of the sea." Have a backup plan, maybe, if one occurs to you, if they really can't think of anything... but assume they'll come up with something, and they will.
Assuming, of course, you let them. You'll need to be flexible. When they start pursuing an intented solution, produce content facilitating that solution, but also obstacles. For example, if they say "Fuck yeah, we're gonna make a medival submarine!" and start digging around for professional artificers, have one turn out to be barricaded in his own workshop fighting off his own creations.
And so on. |