Aurion said: I've got a large world that I have been working on for a while and now that I feel that it's developed enough, I'm going to be starting a campaign in it. My problem is that, even though I have a plot that I really like, I don't know how to get the players' characters involved in it. My original idea was something like "each of them is randomly cursed/infected by different methods and they meet up and find that, to cure it, they must do this thing" but I don't know if that feels too cliche or not. Anyways, what are some tips for writing a good story intro for a campaign? Is your plot a party-specific plot or a metaplot? Specific plot: what the players do. Metaplot: stuff that happens in the campaign world that the players may influence. It sounds like you've done a lot of prep and campaign work, so I'll address from that angle rather than arguing over the "correct" amount of prep, which these threads seem to devolve into. Cursed/infected is a reasonable way to start a short run campaign or a one-shot, but not so good for a long-term campaign. Yeah, it can work if the major plot is that everyone's infected, but the only possible goal then is to be cured, and anything after that is denouement. The game almost has to end as soon as they get themselves fixed up. If you spend time crafting a campaign setting you just naturally develop plots for it, but those plots aren't necessarily what you drop your players into. There can be plots and currents and changes happening in the world regardless of what the players do, and they can choose to get into them or not. They can still influence the world even if the players are doing something unrelated. Simplified example: You have a campaign set up on a continent with two adjacent major kingdoms, with some independent islands scattered around the coasts and maybe some hidden free cities. Some of the islanders raid the coasts, and some of the islands are claimed by one or both of the kingdoms. There is a nice valley between the two kingdoms that both want for agriculture/settlement/whatever. One of the small freeholds is in a mountain range and is held by a cantankerous and powerful wizard/monster/warlord. Now you have the basis for the environment and some conflict seeds sown. Your major secret plot in this case is that a noble house from Kingdom A, disgraced and exiled to one of the island nations years ago, has wormed its way into a position of power in Kingdom B and is fomenting war between the two. They have a secret plan to tip the scales of war in favor of Kingdom B's ruler, in exchange for the client throne of Kingdom A. This is the major struggle. Now your players enter. You describe the environment and find out what they'd be interested in. This depends a lot on what kind of players they are; no choice here is wrong. If they want to follow breadcrumbs to greatness, they're employed by one of these powers and sent on quests. At some point they will face a situation requiring a choice, generally a choice to keep following their patron power or break away from it. Maybe their patron was the exiled noble house and they find evidence that they've been manipulated into stirring up conflict. Maybe they get tempted by the exiled house or someone else because they have a reputation for greed and blood. Whatever, as long as they make a choice. Also have a no-choice default if they truly don't wish to make a decision. If they want to be free adventurers in search of stuff, then they define the stuff they want to go for and ask around. They can get leads related to your main plot or a subplot, or they may get tricked, or whatever. They've already made choices in search of their ephemeral goals, and will have a freer hand if they run into the main conflict and want to choose sides. They can also more easily just flee to an unaffiliated city-state... or start their own. If they want something wacky like setting up a postal service, they've made their own story and will have a unique part to play in the plot arc. They're going to come across pertinent information and then decide whether or not to act on it. I've found this to be a good compromise between super-strict "YOU VILL FOLLOW MY PLOT" and loosey-goosey "Whatever you want, it's cool man" styles. Be ready to vacillate between the two as the campaign and your players demand. I've had sandbox players ask me to railroad them for a session or two if they've been away for a while and need a jump start, and I've had players I thought were going down a specific road suddenly decide to jump off a cliff into unexplored territory. You don't need to be iron-handed, and you don't need to give your players 100% agency. Hell, you don't need to do anything except what you and your players enjoy, and that doesn't mean total control and knowledge on either side. As for story writing, that's a totally different thing. Crafting a story introduction is really not much different from crafting a short story. If you have some writing experience it will come in handy. If you don't, try something simpler like a timeline of things that have happened recently in the world that the players would know, maybe with some specialized tidbits for each player based on background. Play to your strengths.