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?
>>97817618Have interesting things happen and interesting characters be present.
>>97817618I 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.
>>97817673>>97817677Yeah, but I have a feeling that someone will definitely complain that the story is too flat and boring.
>>97817618in 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>goUnless 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.
>>97817742Don'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?
>>97817618Make 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.
>>97817742>someoneSure thing, but there was no indication of who OP is trying to interest, so I had no choice but to answer in terms of my own interests.I can get by without story in a game, I just need the game to be good. But the vocal majority of faggots on this board need daddy to tuck them in before they can throw their dice, and they generally prefer a more /qst/like "structure".So, the answer to OP's retarded question depends on who he's trying to interest.
>>97817835>in medias res is a thing you know>>97817673>Have interesting things happen and interesting characters be present.So between these two comments, there just isn't anything else that needs to be in this thread and I don't fucking understand how the OP managed to think it was a good idea to make this thread anyway. A thread died for this shit. Where are the fucking jannies?