How does one go about starting a campaign? What happens when the GM spends a week crafting a masterpiece which begins with "would you be willing to do this bold adventure that no sensible person in his right mind would do?" What if they say know? Of course they won't because that would ruin the game, but having to say yes makes it cheesey.
One method is the "oops, sorry method". It starts something like,"Well to bad you ended up with the ring but now you gotta take it to Mount Doom, Frodo because you're the only one of us who is so wimpy that it won't matter if you go crazy and try to keep it for yourself. Have a nice time crawling miserably through the Dark Land while the Sackville-bagginses are partying at Bag-End."
This method makes the initial decision accademic.
Another method is to assume the decision has been made and start in the middle.
Another method is to "abduct" the players if they won't do what the GM wants.
Another is for the GM to keep a perpetual library of adventures and campaigns, ready for use in given situations.
One method is the "oops, sorry method". It starts something like,"Well to bad you ended up with the ring but now you gotta take it to Mount Doom, Frodo because you're the only one of us who is so wimpy that it won't matter if you go crazy and try to keep it for yourself. Have a nice time crawling miserably through the Dark Land while the Sackville-bagginses are partying at Bag-End."
This method makes the initial decision accademic.
Another method is to assume the decision has been made and start in the middle.
Another method is to "abduct" the players if they won't do what the GM wants.
Another is for the GM to keep a perpetual library of adventures and campaigns, ready for use in given situations.