Alternatives to "Save the World"


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For Epic Campaigns:

-Choose which reality the world becomes
-Strike a deal with a god/god-like being
-Escape whatever has been following them
-Find the "truth"
 

In my current campaign, the characters are basically mercenaries fighting a wizard's academy deep in a swamp. Neither side is really "good" or "evil," they are all self-interested and the character's patrons just happened to pay the best. It's a sword-and-sorcery type of game.

I typically don't have stakes as big as the archetypical "save the world" type of game. There's danger but the stakes are more personal than wide-ranging.
 

I like mythic narratives and I know that a lot of my games have involved a sort of 'save the world' drive to the action. But the point of the plot is not simply saving the world. It's creating some sort of positive change in the aftermath.

I mean, ultimately "saving the world" is just the broadest scope of heroic action. Swap out something else for 'world' and you get tons of adventures covered in one broad stroke. Save the town (which is the most important place in the world to its inhabitants). Save your family (who mean the world to you). Save the kingdom. Save a business from financial ruin. Save a play from sucking. Narrative has conflict, and removing the threat that provokes the conflict will pretty much boil down to 'saving the X' most of the time.

What matters is what the peril is, how it matters to you, and what consequences your actions have beyond the end of the story.

I remember the first D&D game I ran, The Night Below, where aboleth are trying to mind control the world. I enjoyed it, my players enjoyed it, but it made for a mediocre story because you never had time to see the world that you were saving. The plot spent so much time in the underdark that you never had a chance to get attached to anything else. In writing War of the Burning Sky, I wanted to make sure the players got to know the world, and got exposed to lots of people from different walks of life. I put in opportunities to work with numerous allies, and to turn some enemies into friends. That way, by the end of the whole saga, when you the heroes are going to defeat the leader of the evil empire, you have already made an impact in the world. You have to care about it, because in a way it's your world now.

Of course, along the way there is epic heroism and astounding action, mysteries to plumb, history to reveal, and memorable vistas, all of it to make the world distinct and alive. But I also ran a game based entirely in a small town, which focused on the people and lands right around it. At the end of that story, the players cared about their home, so even though they just stopped a small band of marauders, they felt like they'd saved the world.

Anyone can tell a story about saving the world. It takes some talent to make the world (village, kingdom, business venture, theatrical production) cool enough that you want to save it.
 

In the campaign I'm running there is no great evil as such and the world doesn't need to be saved either. Were it not for the players the world would continue in its current "points of light" makeup, many separate and small city states. It is basically the goal of the players to return civilisation to the world.
I guess it could be argued that they sort of are saving the world, but I choose not to look at it that way ;)
 


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