1. Comte sez: "Go there. Do that thing. Unless you want reality to unravel, you puling bastards."
2. The Trading Game. Look at PCs' obsessions and campaign events. Make up a Macguffin that one or more of them will want. Give Macguffin to GMC of your choice. PCs must retrieve X (raison d'etre of session/scenario) to trade to GMC for Macguffin. Lather, rinse, repeat. (The Bad Man might work here as the GMC; or another Merchant avatar.)
3. Your option: purely episodic scenarios. It's all good, baby.
4. All Memento 'n Sh[BLEEP]: No memories of how they got where they are. They should optimally be holding high caliber handguns to each others' heads when they come to.
5. Ask them at the end of the session what they plan on doing next. Go with what they say. However, if they say "nuthin'," feel free to use option 4.
6. It Came to Me In A Dream: start sending prophetic dreams that drive the PCs to Devil's Tower to play music on a Casio keyboard, trying to summon the Grey Alien Space Brothers.
no subject
1. Comte sez: "Go there. Do that thing. Unless you want reality to unravel, you puling bastards."
2. The Trading Game. Look at PCs' obsessions and campaign events. Make up a Macguffin that one or more of them will want. Give Macguffin to GMC of your choice. PCs must retrieve X (raison d'etre of session/scenario) to trade to GMC for Macguffin. Lather, rinse, repeat. (The Bad Man might work here as the GMC; or another Merchant avatar.)
3. Your option: purely episodic scenarios. It's all good, baby.
4. All Memento 'n Sh[BLEEP]: No memories of how they got where they are. They should optimally be holding high caliber handguns to each others' heads when they come to.
5. Ask them at the end of the session what they plan on doing next. Go with what they say. However, if they say "nuthin'," feel free to use option 4.
6. It Came to Me In A Dream: start sending prophetic dreams that drive the PCs to Devil's Tower to play music on a Casio keyboard, trying to summon the Grey Alien Space Brothers.