Two things work here:
I used this technique when I ran a portion of our (now-aborted) Men of the Sea Game.
I was running the East Isles portion.
My first step was to find a community in the East Isles to set the game in and I opted for the Haragalan Commonwealth. I did some digging for Indonesian inspiration on wikipedia and rpg.net. I worked on Champaya. Having read the E. Isles write up I decided that the conflict between the Gold and Silver party was a perfect conflict to throw the players into. So I prepared my cast list from the leaders of those two parties.
I used some inspiration from Roman history to have Trader Jadilulo murdered at the Council of Captains. So my Gold and Silver party characters were facsimiles and composites of characters from the Rome TV series.
I also threw in a couple of unaligned factions, and some local color with competing dream magicians.
To bring the players into the conflict I talked to one of the players who had a Haragalan character and negotiated how to fit his backstory into local events. This also gave him the insight into local affairs his character would have. I also opened the game with a chance meeting with a ship captained by my Mark Anthony figure, First Captain Kamarla. His ship was being overwhelmed by Ratuki pirates, and once the heroes sailed to his aid (their choice) he owed them a debt.
As they entered Champaya I had them engaged with the Silver Party faction, so I was able to immediately pull them into the crisis and flashed the news by signal mirror ' Trader Jadilulo is dead'.
>From there it was up to the players to support or hinder one side or
the other in pursuit of control of the captain's council and control
of the city.
PS The reason for aborting our MoTS game was instructive. We tried a multi-GMing approach to it: a destination per GM. The lack of continuity really bit. I expect mostly because no one felt comfortable really using the narrator character crew, for fear of impacting on downstream GM's plans.
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