

This actually touches on a rally important point. Make sure you and your players are on the same page about the kind of game you’re looking you run. Are they buying into an epic, cohesive campaign over a year or more? Or are they looking for a monster of the week build a story purely on the fly? It’s way easier if you establish this early on… then it’s up you then to bite on the plot hooks you throw them which they almost certainly will. They might throw you a curve ball and send you down different roads than you were planning, but you’ll still get to your destination.
In my experience it’s just when there’s a disconnect there that it becomes a problem.










In a tavern is a classic for a reason; it’s simple, it usually makes sense, and we can just get to playing quickly.
I also like using something like boarding a ship all players are on for their own reasons. Shipwreck is a great way to throw players into a very alien or remote region very quickly with very little setup.
My favorite was a Sigil-based setting that had all players walking through their own versions in their own worlds of a magic door leading to a Sigil office hiring adventurers, pretty shamelessly stolen from Howl’s Moving Castle as inspiration.
Which is the final thing. Steal, steal, steal. Anything you’ve seen that you thought was cool, steal it. I actually did so hoping people would get references at first, but honestly, I’ve stolen from stuff as vanilla as Skyrim quests and rarely if ever do people put it together while playing anyway.