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How hard is it to create an interesting campaign without backstory? After reading the classic Sword and sorcery stories, I wanted to do something that didn't rely on backstory and was completely focused on the present. But how do you make it interesting?
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>>97817618
Have interesting things happen and interesting characters be present.
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>>97817618
I like games that gloss over or ignore past events, because I like to get to the gameplay as soon as possible and play the game for the time agreed.
But, if the game itself sucks, I won't be interested no matter what. I need gameplay that engages me; plenty of character options to choose from, plenty of ways to synergize with my own character's kit and those of the other party members. Plenty of varied enemy types and behaviors to encourage different combat tactics.
If it's something like D&D or PbtA, where I need permission instead of being able to choose, I won't like it.
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>>97817673
>>97817677
Yeah, but I have a feeling that someone will definitely complain that the story is too flat and boring.
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>>97817618
in medias res is a thing you know

>>97817742
>Your commander is dead, the only way your division can get supplies is through a guarded pass
>The commander is ruthless but honorable
>go

Unless you consider something as barebones and scene setting as this backstory, IDK how that is flat and boring. You dont need some long monologue, just where you are, what your immediate goal is, and the major characters in play.
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>>97817742
Don't make the story too flat and boring. Alternatively, know your group and run the kind of game you have in mind for people who'd be interested in it. I don't know what kind of an answer beyond "have interesting shit in it" are you looking for here. That's all there is to it. If you can't think of interesting shit that doesn't depend of backstory established beforehand, you probably shouldn't run a game without backstory. If you can think of interesting shit, why do you think your players would find it boring?
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>>97817618
Make interesting places for the players to explore. Make interesting characters for the players to interact with and talk to. Make interesting monsters/combat encounters to fight. Give the players room to fill out their own characters. Leave gaps and let the players fill them. the story will emerge on it's own.



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