Now, up until this point, I realized, I'd always built my campaigns by coming up with a few interesting NPCs, a bunch of exotic or otherwise interesting locations, a couple of nifty events to happen "whenever they fit in", and having a couple of interesting group dynamics. Throw all the nifty ideas I've had for a few weeks in a box, shake vigorously, and pull them out and glue them together haphazardly until I'm happy with what I got. If I was really involved, and my players were on the ball and had mentioned what sort of characters they were interested in playing, I might go so far as to come up with a few specific ideas for each character that might help tie them into the game. But overall, not a very scientific way to go about things.
This time, I decided I was going to try something a little more focused. I'd have a Premise and use the idea of Kickers from Sorceror, and life would be grand, and the words of my world would pour fully formed from my lips and my players would gasp in awe and have the best game they'd even even thought about. Yeah. That's it.
My discovery was that Premise is hard. It was a little tricky to grasp in the first place, but a couple of reads of the various forum threads on premise here and I think I've got the idea down. But figuring out how to design my game around having a Premise is not a trivial task, given my previous experiences in building a game.
The obvious first step was coming up with a Premise. But what makes a good premise? What can I do that my players won't stare at me in bewilderment, or just yawn, because they find the topic utterly mundane and boring? Will the premise I choose have enough depth to sustain a game for more than a few sessions? Is it clear enough that themes will actually develop around it, or will it end up forgotten in the face of "cool places and neat things?"
Then, once I've decided on a premise I think my players will enjoy and that has enough potential to last for the duration of my game, how do I go about working it into the narrative of the game? Should I try to tie everything to the premise in one way or another, or is it better to make it a background thing, always present, but rarely the direct focus of the game? Where does premise begin to become theme?
I'd appreciate hearing what people have to think how to go about implementing Premise in a game, both in terms of things to do and things to avoid.Dan
I think Jesse got closest to answering the question I was really asking (which was probably not what I ended up actually asking). My biggest concern was how to go about taking a Premise (in the Narrative sense) and either apply it to a plot outline, or build a plot around the idea. His suggestions for how to do this with Academia were fantastic.
Ron suggested I might be doing this already, without realizing it. Going back again, I can see vague glimmers of it struggling to get out, but not in any organized or deliberate fashion. One of my more recent D&D campagins feature a clan of faux-Scottish Goblins that ended up helping the PCs despite the traditional bad blood between humans and goblins. I mostly did it to be "different" and "cool", but it did end up being a decent primitive attempt at employing the Premise of overcoming racial prejudice.
Again, thanks to all
DaR