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The Essential Guide to a GM’s Notebook *Updated 11/10 - Chapter 12*
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<blockquote data-quote="Nightcloak" data-source="post: 2711157" data-attributes="member: 23862"><p><span style="font-size: 12px">Notebook Essential #12: Campaign Planner - Part 1</span></p><p></p><p></p><p></p><p>The master plan, the story-arc itself, and the great outline of your game as it will be. This is the crème-de-crème of the campaign as it is in effect the bare-bones outline of your game.</p><p></p><p><u>Set Up:</u></p><p></p><p>Well, I had a lengthy set up description for a spreadsheet. But then I decided it would be easier on everyone if I just uploaded one instead. You may use the one I have provided or easily make your own that suits your needs. Essential items you will want is one column for each point of the outline, and one for numbering each point in order.</p><p></p><p>You will notice the extra TABS on the spreadsheet are labeled as EXAMPLES. These are examples I put together to demonstrate what I'm saying. </p><p></p><p></p><p><u>Filling it in:</u></p><p></p><p>First: </p><p></p><p>Start from the top, or the beginning and fill in each space with a note about the story arc: Information about the story, events, characters, the BBEG, or even effects of things the characters or bad guys have done. For an example of what I mean, click on the TAB “EXAMPLE 1” on the spreadsheet. Note on how it is just a dry bare bones description of a basic adventure arc. That is all you need to start. It should be sequential as with any outline. Start from the beginning and make notes on towns, events and reasons for adventures (if any) or at least what the BBEG is doing at the beginning. </p><p></p><p>Second:</p><p></p><p>Any description that is relevant to the story should be added in the row following the one that describes the item. Add new details as you go. This is the time to get creative and add what the whole outline is with relevant details of persons, places, things, and events. </p><p></p><p>This is what makes spreadsheets wonderful – you can just inset rows as you go (don’t forget to update the numbering sequence as you go. So add away and change your now descriptive outline as needed!</p><p></p><p>EXAMPLE 2 on the spreadsheet shows how I did this with the sample story outline from the previous example. The “x” is next to the items I added. As you can see, the story and details develop more at this point.</p><p></p><p>On details, you don’t necessarily have to add lots of details to events that will take place in the far future. You have time to develop them later, plus it will save you a little work if something changes (read: the players botch your plans) or a key character dies.</p><p></p><p>Third: </p><p></p><p>Go back and give it a once over again. Look for little details you may have missed. Maybe a few adventures to add levels between events, or something cool you have read and would like to add. Maybe it’s some unrelated event that you want to add for flavor – like a local war or maybe a plague breakout. Basically, you are adding a little filler and looking for missing details. </p><p></p><p>Click on EXAMPLE 3 to see how I decided to fill in few details. Develop a few ideas from the last example, and fill in space to advance the players a few levels.</p><p></p><p>Don’t knock yourself out, you can always add to the list later if you missed something. Double checking now just makes it easier to plan for anything big.</p><p></p><p></p><p><u>Purpose:</u></p><p></p><p>Now you have a complete outline with descriptive information for your campaign. Anytime you need information or even a quick reference: Bam! There it is in the back of your notebook. Further, as your campaign unfolds, you can judge what important NPCs are doing or how they may react to events that effect their plans. You can also logically see how the PC’s actions may change events and what the impact of those events might be. When this happens, you just update the campaign notes to reflect what has happened. You can even put an “x” or something in the little box I added to indicate where the players are if you need a guide. </p><p></p><p>If your players cast one of those wonderful spells that allow them to learn critical information or use their Gathering Information skill, you will be prepared to offer information. The campaign notes will be ready to give you information as needed – just don’t give away to much!</p><p></p><p>One of the many Laws of Role Playing(TM) goes “No plan survives contact with the players”. You will need to update the notes, so that leads us to…</p><p></p><p><u>Evolving Campaigns:</u></p><p></p><p>As events happen, update your notes. As you add details, update those notes. As your players change the story through their actions, change the story arc to reflect the changes. This will allow your campaign to be an adventure versus a written story the players feel they have been railroaded through. Your player’s actions will matter and the events of the campaign will reflect that. </p><p></p><p>As you go, new story arcs may appear or new NPCs may accidentally become featured. Just add them to the planner and find ways to incorporate them into the game. By reviewing your campaign notes you will be able to see ways your unfolding story can incorporate the new personalities or events. Your players will believe that their actions matter and be amazed at the depth of your campaign.</p><p></p><p>In EXAMPLE 4, I decided to show a frequently used example in these articles. When the players took the gem from the Barmaid at the inn, I also added the event with the tax collector and city guards with possible latter events. A simple act of not killing the spy now turns into a new plot hook as she becomes involved in the intrigues of the Lady Vaxia!</p><p></p><p>The essential thing to remember is, don’t be afraid to update your notes or change them to suit what happened. Or in other words, what happens simply happens. If your players blow a hole in your plans, just role with it and move on; change the unfolding story to reflect what your players have done. Don’t worry about the ruined plans or god forbid try to shoehorn things back into the original plan. It won’t work well and you’ll just frustrate your players. </p><p></p><p>Let the adventure unfold for your players. They will have a blast. And while you are at it, let the adventure unfold for the forgotten player at the table: You. And you will have a blast as well. </p><p></p><p>Next time – Part 2</p><p></p><p>Where we reveal the real purpose of numbering every detail on your campaign planner…</p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2711157, member: 23862"] [SIZE=3]Notebook Essential #12: Campaign Planner - Part 1[/SIZE] The master plan, the story-arc itself, and the great outline of your game as it will be. This is the crème-de-crème of the campaign as it is in effect the bare-bones outline of your game. [U]Set Up:[/U] Well, I had a lengthy set up description for a spreadsheet. But then I decided it would be easier on everyone if I just uploaded one instead. You may use the one I have provided or easily make your own that suits your needs. Essential items you will want is one column for each point of the outline, and one for numbering each point in order. You will notice the extra TABS on the spreadsheet are labeled as EXAMPLES. These are examples I put together to demonstrate what I'm saying. [U]Filling it in:[/U] First: Start from the top, or the beginning and fill in each space with a note about the story arc: Information about the story, events, characters, the BBEG, or even effects of things the characters or bad guys have done. For an example of what I mean, click on the TAB “EXAMPLE 1” on the spreadsheet. Note on how it is just a dry bare bones description of a basic adventure arc. That is all you need to start. It should be sequential as with any outline. Start from the beginning and make notes on towns, events and reasons for adventures (if any) or at least what the BBEG is doing at the beginning. Second: Any description that is relevant to the story should be added in the row following the one that describes the item. Add new details as you go. This is the time to get creative and add what the whole outline is with relevant details of persons, places, things, and events. This is what makes spreadsheets wonderful – you can just inset rows as you go (don’t forget to update the numbering sequence as you go. So add away and change your now descriptive outline as needed! EXAMPLE 2 on the spreadsheet shows how I did this with the sample story outline from the previous example. The “x” is next to the items I added. As you can see, the story and details develop more at this point. On details, you don’t necessarily have to add lots of details to events that will take place in the far future. You have time to develop them later, plus it will save you a little work if something changes (read: the players botch your plans) or a key character dies. Third: Go back and give it a once over again. Look for little details you may have missed. Maybe a few adventures to add levels between events, or something cool you have read and would like to add. Maybe it’s some unrelated event that you want to add for flavor – like a local war or maybe a plague breakout. Basically, you are adding a little filler and looking for missing details. Click on EXAMPLE 3 to see how I decided to fill in few details. Develop a few ideas from the last example, and fill in space to advance the players a few levels. Don’t knock yourself out, you can always add to the list later if you missed something. Double checking now just makes it easier to plan for anything big. [U]Purpose:[/U] Now you have a complete outline with descriptive information for your campaign. Anytime you need information or even a quick reference: Bam! There it is in the back of your notebook. Further, as your campaign unfolds, you can judge what important NPCs are doing or how they may react to events that effect their plans. You can also logically see how the PC’s actions may change events and what the impact of those events might be. When this happens, you just update the campaign notes to reflect what has happened. You can even put an “x” or something in the little box I added to indicate where the players are if you need a guide. If your players cast one of those wonderful spells that allow them to learn critical information or use their Gathering Information skill, you will be prepared to offer information. The campaign notes will be ready to give you information as needed – just don’t give away to much! One of the many Laws of Role Playing(TM) goes “No plan survives contact with the players”. You will need to update the notes, so that leads us to… [U]Evolving Campaigns:[/U] As events happen, update your notes. As you add details, update those notes. As your players change the story through their actions, change the story arc to reflect the changes. This will allow your campaign to be an adventure versus a written story the players feel they have been railroaded through. Your player’s actions will matter and the events of the campaign will reflect that. As you go, new story arcs may appear or new NPCs may accidentally become featured. Just add them to the planner and find ways to incorporate them into the game. By reviewing your campaign notes you will be able to see ways your unfolding story can incorporate the new personalities or events. Your players will believe that their actions matter and be amazed at the depth of your campaign. In EXAMPLE 4, I decided to show a frequently used example in these articles. When the players took the gem from the Barmaid at the inn, I also added the event with the tax collector and city guards with possible latter events. A simple act of not killing the spy now turns into a new plot hook as she becomes involved in the intrigues of the Lady Vaxia! The essential thing to remember is, don’t be afraid to update your notes or change them to suit what happened. Or in other words, what happens simply happens. If your players blow a hole in your plans, just role with it and move on; change the unfolding story to reflect what your players have done. Don’t worry about the ruined plans or god forbid try to shoehorn things back into the original plan. It won’t work well and you’ll just frustrate your players. Let the adventure unfold for your players. They will have a blast. And while you are at it, let the adventure unfold for the forgotten player at the table: You. And you will have a blast as well. Next time – Part 2 Where we reveal the real purpose of numbering every detail on your campaign planner… [/QUOTE]
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The Essential Guide to a GM’s Notebook *Updated 11/10 - Chapter 12*
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