It's been a while since I've GM'ed for this system and I have a few locals at our FLGS who'd like me to GM a game. I figured it would be a neat way to get people into the system so why not?
Anyway, the last time I GM'ed a campaign I was writing as I went along and there was pressure to keep coming up with new arcs and content to throw at my players and it became a little unsatisfactory as a GM. A last saving throw was to make a sandbox campaign but it kind of fell apart after that.
This time around I'd like to make an underlying plot to define the adventure before sitting down twith the player party and finding out individudal motivations to define the filler adventures. I hope this will work, giving my players an interesting a meaty story while I'm padding out the mystery of the main campaign. I could spoil the ideas, but who knows if any of my players are lurking?
Anyway I'm finding my approach is essentially making a puzzle, and then needing to find a way to unravel it. I need to know when the antagonists are moving and in what ways it would be visible, and then find ways for the players to discover clues to this deeper conspiracy. Where should I put leads? How would following those leads be resolved? What would be the consequences of false leads? How would I get the player party back on track when they've deviated too far from where I want them to be?
I'm posting not only to share thoughts with fellow GMs, but to ask if anyone else has plotted very deep, rich campaign stories and if anyone has any tips.