Agamemnon wrote:My default method of campaign building basically amounts to:
Step 1: create a sandbox.
Step 2: make three factions in a roughly equal and delicate balance of power.
Step 3: turn the players loose.
That's how we do it. I don't think there's much to add... except for...
The Three Whys
Whenever you set up a significant motivation in a sandbox, ask three consecutive whys. For example:
The Limping Jackals and One-Eyed Crows are at odds with one another.
Why?
The gangs had a major bloodletting that resulted in casualties on both sides.
Why?
The leader of the Limping Jackals ratted out a popular Crow called Grin and got him hanged.
Why?
Actually he didn't. The leader of the Crows wanted to get rid of a man getting too much clout too fast and blamed other gang for the deed.
Now you have more than enough information to easily last a session, should any of the players stumble upon either of those gangs. Repeat until you've established relationships between all established factions.
