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One of the hardest, and yet most rewarding, aspects of being a Game Master is running your own campaigns. Sure, it takes talent and skill to run a good adventure from a module... no matter how well-laid out the scenarios are, no matter how well described the NPCs or how detailed the maps there's always room for a good GM to shine above the mediocre ones. But what separates the truly great GMs from the merely good is the ability to create their own adventures from the ground up... instead of filling in the gaps of pre-created stories, to weave your own tales from scratch.
There are really only two things needed in order to create your own adventures... preparation, and flexibility.
Preparation, and sufficient amounts of it, will elevate your games from random battles with nameless enemies to epic conflicts with memorable villians. A few days (at least) before you want to start your new adventure, sit down and write a very basic linear diagram of what you want for your adventure. It should *at least* include a "hook" (how you'll get the PCs involved in the situation), a few encounters (be it meeting specific NPCs, completing certain tasks, capturing or slaying certain groups of foes, etc...), and a resolution (what the PCs need to do in order to succeed, and what will happen if/when they do).
The most important part is the "hook". If you can't get your heroes to actually DO your adventure then all your hard work will be for naught. The best, and simplest way, to engage your PCs in an adventure is to keep them poor. Pay them just enough to repair their equipment, buy a FEW upgrades, and enough food for a week or two... and every week you'll have a group chomping at the bit to earn a bit more. Rich, thoroughly-well equiped heroes have the option to be picky... poor ones don't. However, there are numerous other hooks you can use... perhaps one of the PC's family members is involved... maybe rumours of great treasure/equipment... or appeals to sympathy (always a sure-fire success with Lawful Good, Principled, or general do-gooder alignments). Remember that your PCs are probably a diverse group and attempt to appeal to as many of them as possible... wealth (or at least the lure thereof) for the greedy, heroic deeds for the noble, and glory for the battle-thirsty.
Once you have a basic outline, try to create a few branches... what if they PCs don't do what they're "supposed" to do? What if one of the enemies they *must* kill escapes? Or if they ignore the
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