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GM: "So I want to start a new campaign" Player 1: "What's it about" GM: "I'm glad you asked, I spent all night working on this brief synopsis" *throws book onto table* Player 2 to Player 1: "That's about as brief as a commando's underwear..." Look, it's not that your players don't appreciate you - they (probably) do, the problem is the players want to play and the GM wants to create. So how do you speed up describing what sort of game you want? By analogic examples. It's fine for the GM to take a ton of notes (and he should!) - but the players don't want that. They want to PLAY. In this week's Assembly Required I talk about inspirational sources for your campaign... http://ravensnpennies.blogspot.com/2014/07/assembly-required-development-step-four.html

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Ravens N' Pennies: Assembly Required: Development Step Four - Inspirational Sources

Now that you are armed with your campaign's foundation, parameters, and power level, it's time to go to the next step: Inspirational Sources. The quickest way to get a player to understand what your campaign is about is to give them a comparison to a reference that they'll understand.

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