Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Advice for GMing a Plotted Campaign?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 5719284" data-attributes="member: 8835"><p>I'm a big fan of story, but I don't advocate heavily plotting an entire campaign. I prefer having a general idea of where it probably will go, but not detail any specifics until I see where the PCs are in relation to that goal for each session.</p><p></p><p>For instance, from Oversquid's stolen cow example.</p><p></p><p>You do NOT have to plan out this whole chain of cows to goblins to tribes to drow.</p><p></p><p>Just like serial TV, you can just leave a dangling element, and pick up on it next session, wherein you plan out where that element led to.</p><p></p><p>BattleStar Galactica was good at that. Though sometimes it did show too much 'are they just making it up as they go a long', but I'd consider those holes to me a mistake made in the process, not the actual process.</p><p></p><p>The pre-start challenge is to figure out your general plot "bad guys are trying to wipe out civilization, and the last band of them are trying to survive"</p><p></p><p>Notice I genericized the BSG story a bit. It can cover all the PC races now. And I didn't pick a specific goal of get to Earth, which might NOT be their plan. Whereas surviving usually is.</p><p></p><p>From there, I'll request players make PCs that would be motivated to work together and that i can setup into roles comparable to BSG. It wouldn't be as much fun if the PCs were all common citizens living on Cloud 9 with no real chance to interact with the big problems.</p><p></p><p>When I did a Babylon5 campaign, I required all PCs to be humans serving in some function in the navy (marines, officers, ship's mage all on the same ship).</p><p></p><p>Having some or all PCs serving in the military or some group (like a church for a cleric) might help out getting them into the groove (namely because the initial command structure lets you "order" them to an evacuation point to get picked up on the BSG, etc.</p><p></p><p>When I use the NPC command structure system, I always use a likeable, casual management personality as their initial CO, who asks them to take on a problem, etc. using NPCs is a cheezy trick to get things rolling, so I try not to be bossy or screw them over. That comes later with new CO's etc, wherein you give the PCs a chance to rebel, etc.</p><p></p><p>In any event, the first couple sessions may be simple problems to solve, that may have clues to be deciphered next, aren't fully fleshed out and thus don't reveal the big problem. This lets me get the players vested in their PC and see how things are working out.</p><p></p><p>Subsequent adventures build off unfinished business from the last, or reveal new problems and opportunities.</p><p></p><p>I follow the StarTrek model, of using 2 parallel quests. The big danger to the ship, and the personal quest of a PC. Thus, PCs are tackling some big problem like heroes, but also getting moments to advance their personal goals in between that.</p><p></p><p>With the Bab5 campaign, my goal was to get the PCs to the Battle of the Line. So initial games were problem of the week. Deliver this, help that, etc. A few levels later, PCs got ranked up, and at some point, even got their own command. Then war breaks out, and PCs do some military missions. Eventually all ships get called home for the final defense, and the Battle of the line ensues.</p><p></p><p>I had a general strategy for getting the party to the Battle, but I did not outline specific sessions. Partly because I worked things based on where the PCs were in their personal quests and timing for the big finale.</p><p></p><p>For me, the method worked out great and my players still talk about that campaign.</p></blockquote><p></p>
[QUOTE="Janx, post: 5719284, member: 8835"] I'm a big fan of story, but I don't advocate heavily plotting an entire campaign. I prefer having a general idea of where it probably will go, but not detail any specifics until I see where the PCs are in relation to that goal for each session. For instance, from Oversquid's stolen cow example. You do NOT have to plan out this whole chain of cows to goblins to tribes to drow. Just like serial TV, you can just leave a dangling element, and pick up on it next session, wherein you plan out where that element led to. BattleStar Galactica was good at that. Though sometimes it did show too much 'are they just making it up as they go a long', but I'd consider those holes to me a mistake made in the process, not the actual process. The pre-start challenge is to figure out your general plot "bad guys are trying to wipe out civilization, and the last band of them are trying to survive" Notice I genericized the BSG story a bit. It can cover all the PC races now. And I didn't pick a specific goal of get to Earth, which might NOT be their plan. Whereas surviving usually is. From there, I'll request players make PCs that would be motivated to work together and that i can setup into roles comparable to BSG. It wouldn't be as much fun if the PCs were all common citizens living on Cloud 9 with no real chance to interact with the big problems. When I did a Babylon5 campaign, I required all PCs to be humans serving in some function in the navy (marines, officers, ship's mage all on the same ship). Having some or all PCs serving in the military or some group (like a church for a cleric) might help out getting them into the groove (namely because the initial command structure lets you "order" them to an evacuation point to get picked up on the BSG, etc. When I use the NPC command structure system, I always use a likeable, casual management personality as their initial CO, who asks them to take on a problem, etc. using NPCs is a cheezy trick to get things rolling, so I try not to be bossy or screw them over. That comes later with new CO's etc, wherein you give the PCs a chance to rebel, etc. In any event, the first couple sessions may be simple problems to solve, that may have clues to be deciphered next, aren't fully fleshed out and thus don't reveal the big problem. This lets me get the players vested in their PC and see how things are working out. Subsequent adventures build off unfinished business from the last, or reveal new problems and opportunities. I follow the StarTrek model, of using 2 parallel quests. The big danger to the ship, and the personal quest of a PC. Thus, PCs are tackling some big problem like heroes, but also getting moments to advance their personal goals in between that. With the Bab5 campaign, my goal was to get the PCs to the Battle of the Line. So initial games were problem of the week. Deliver this, help that, etc. A few levels later, PCs got ranked up, and at some point, even got their own command. Then war breaks out, and PCs do some military missions. Eventually all ships get called home for the final defense, and the Battle of the line ensues. I had a general strategy for getting the party to the Battle, but I did not outline specific sessions. Partly because I worked things based on where the PCs were in their personal quests and timing for the big finale. For me, the method worked out great and my players still talk about that campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Advice for GMing a Plotted Campaign?
Top