Constucting a Campaign?

I am yet another devote of Dungeoncraft :)

In my last campaign, I set up an event (succession to the throne), and some notable NPCs (the various contenders) and gave the players hooks to algin with any faction, or completely ignore the main event.

To make the world alive, create some major event that is happening, like a War or some prolonged conflict/contest. Allow the players to get involed as much as they care. Allow the players to completely ignore the event.

Fairly Simple :)

-The Luddite
 

log in or register to remove this ad

Afrodyte said:
I hope this works.
Before everything else, I make sure I am solid on three things: character, genre, theme, and mood.

No one expects the Spanish Inquisition! :D




Anyway, on topic. I tend to look at "designing a campaign plot" as a Bad Thing (IMHO IME YMMV ETC). The campaign should, IMHO, flow from the actions of the player's characters. The way I prep is basically to create a web of relationships that help this to happen. Basically, I come up with 5-6 major NPCs, how they relate to each other, how they relate to the world, and how they relate to certain items and places. Then I stat them up. When I know what the players will be playing, I then work in how these NPCs relate to the PCs desires, goals, and other motivations.

Then I come up with two scenes: the opener, and a set piece. Half the time I end up not using the set piece because play spontaneously generates something way cooler.

And that's it.

The relationships are the important thing. You have to have a veritable spiderweb of emotion that will make the characters, and hence the players, want to be involved with things. If that doesn't happen, the magic doesn't work. But once the PCs are in the thick of things, the game basically plays it's self. And best of all, all I need to do for subsequent sessions is maybe stat out another NPC or two, and come up with another opening scene.

--Jeff "Ron Edwards worked for me, he can work for you, too!"
 
Last edited:



I took a cue from the MUDs I used to play (the CR concept in 3e helped here a great deal). I have the area where the PCs will start out 'stat'd' out.
CR 1 here, CR 5 there and nothing more than five or six levels higher than the PCs for each portion of the campaign (I believe in strategic withdrawls).

Now, why is everything there... giant ants, giant wasps were one for me. They kept each other in check. Environment changed so the ants territory changed, conflict with PCs. Now, how the ants are dealt with (kept at bay on a weekly basis, or tunnel delving and kill the queen) will determine how soon the wasps are met. How the wasps are dealt with when met would determine some thing else... Three deep is my motto. Just enough to start, but not so much that one gets overwhelmed in details that are 10 -15 PC levels away.

Now, I do not feel I am explaining it to well (nothing new), but, a little work on how the creature 'environment' works helped with all kinds of scenarios for me.
Some end up being staged and others are 'you wake up on the morning of 'blah' and decide to do what?' and let the players free form the plot (explore those ruins in the ant tunnels, see if the wasp nests have anything interesting in them, whatever).

Oh, if you have an end game in mind try and fit portions of it into the early stages, have it have an effect on the environment, 'the stars are right' kind of thing.


Hagy
Vermont
 

I start by laying out the overall plan or goal of the BBEG or Guys. I determine what they want to accomplish. How they plan to do it. Then throw in 2 or 3 contingency plans for those nosy advernturing types. Then I determine where I plan on starting my PCs (country, town, whatever). Throw in some good starting NPCs, a couple of simple sidequests and go from there.
 


Remove ads

Top