Campaign plans

Do you plan your games before hand?

  • Yea, I have everything planned before we roll character.

    Votes: 6 5.9%
  • The general storyline is usually set by the begining of the game.

    Votes: 43 42.2%
  • Not too much. I usually have several options to go with.

    Votes: 37 36.3%
  • Never. I usually let my PC's run wild until we feel like a storyline.

    Votes: 8 7.8%
  • It varies with groups and atitudes.

    Votes: 8 7.8%

palleomortis

First Post
I'm realizing more and more how unorthodox my group seems to be. I'm wondering if this is just me, or it it's true. So, how many of you DMs actually have a campaign planned out when you start your game? Or at least, how many of you have a campaign plan period?
 

log in or register to remove this ad


I create a sandbox and see what they respond to and move those threads to the forefront. If they were interested in something else, that's what the campaign would be about instead.
 

I vote 'general story line' but was waivering over 'several options'

IMC I have two factors driving things

First the Setting is one of islands divided into three broad 'zones' - 'Old Empire', 'New Colonies' and 'Wild Frontier'
Each of those zones has a theme of likely adventures (ie the Old Empire is well established and conservative with a lot of political machinations, the New Colonies are still establishing themselves and interacting with locals (mortal and non-mortal) and the Frontier is largely unexplored and dangerous). The PCs start in the New Colonies but have the choice of moving about any of the three zones where different adventures and campaigns develop (ie several options)

However Overall of this is a metaplot about the God of Destruction who is trapped in the underworld using earthly agents to recover artifacts scattered across the islands and which will allow him to open a gate into the mortal world.

The PCs have no idea about the metaplot but have heard of some of the Agents (ie the BBEGs*) and have adventures involving them. However the Metaplot only becomes relevant if the PCs recover one of the artifacts if they don't then that story may never be resolved

*Two of these agents have been indirectly encountered one is the leader of a Cannibal Cult who are moving across the New Colonies seeking converts (those who refuse are sacrificed), the PCs resisted one such 'conversion'/raid.
Another BBEG is the more subtle Nightwing who is worshiped by Kenku who the PCs encountered when exploring the Southern Oceans (which lie beyond the Wild Frontier)
 

Usually I have an idea of what the campaign will be but how I go about / start it I will not decide until several sessions into it. This allows me to gauge player style, wants and backgrounds that I then weave into the campaign's plots and layout.
 

For every campaign I've run, I set up a few logical scenarios, and then let things go as they may. I've got a big enough pool of ideas/adventures that I can adapt and overcome if the PCs blow up everything I have planned.
 

I pretty much have everything planned, and try to sow player backgrounds/desires into that.

However, the next time I run a game, I'm basically going to sit all the players down and ask, "What kind of game do you want? In what setting? What kind of emphasis?" and then build it from the ground up from their responses.
 

I have a general storyline planned but I should be able to partially or completely throw it out if things go differently than anticipated.

For example if I have the lich kings of Drakness lined up as campaign bad guys and the PCs think the lich kings are a bunch of great guys who they want to work for, I'd have to change things a bit. Though if, say, my overall plot was about the conflict between Drakness and Arithia I just make the Arithians the opposition instead. Probably I would up the power of Arithia to account for the side switching.

The real problems arise if half the party are pro-Drakness and half are pro-Arithia.

Kind of like the 4e forum right now. :)
 

Never.
Before even making characters, everyone involved with the game (yes, players and GM both) takes a "sessions worth of time" (~3 to 4 hours) and pitches ideas until we decide on something everyone has something that interests them as part of the game. Then characters are made with everyone in understanding of what is expected.

I learned this method from Burning Wheel and use it all the time for any RPG game. Works wonders and lifts a load off the DM.
 
Last edited:

I have some sort of vague plan-more like a unifying theme. In the past I've had the first and last sessions planned but the ones in between were very freeform. I find that as I DM more I tend to plan out sessions more and campaigns less.
 

Remove ads

Top