nightlight.zero
Villager
I would really like to see someone take the on-paper practicality of the Mothership Warden’s Guide and stretch that out to cover long campaign prep.
I’m kind of sick of “just prep one session in advance” or “don’t prep anything”. I don’t actually struggle to get people to the table, and frankly, there are many, many good resources for this model already.
What there isn’t is a GM focused book that walks you through structuring adventure arcs, and then chaining them together into longer games - despite that many, to borrow Matt Colville’s term, AAA games are ostensibly designed for this longer style of play. Where is the GM book that goes through, e.g.:
There are bits of this peaking through in things like Mike’s Lazy Dungeon Master books or existing GM’s guides, but there is no cohesive “so you want to run a longer campaign” GM’s book.
I’m kind of sick of “just prep one session in advance” or “don’t prep anything”. I don’t actually struggle to get people to the table, and frankly, there are many, many good resources for this model already.
What there isn’t is a GM focused book that walks you through structuring adventure arcs, and then chaining them together into longer games - despite that many, to borrow Matt Colville’s term, AAA games are ostensibly designed for this longer style of play. Where is the GM book that goes through, e.g.:
- Which types of antagonist and major campaign objectives work better than others (e.g. “the whole world is at stake on a timer” has lots of problems)
- Conceptualising a primary antagonist
- Using that concept and a monster book to build out a villainous hierarchy at all the tiers of play
- Structuring a starting adventure arc (distinctly different from future adventure arcs)
- Structuring a non-starting adventure arc
- Chaining arcs together
- Advice for seeding plot points that aren’t just relevant on a 2-5 session horizon, but a 10-20 session horizon
There are bits of this peaking through in things like Mike’s Lazy Dungeon Master books or existing GM’s guides, but there is no cohesive “so you want to run a longer campaign” GM’s book.