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How Do You Run a Good Campaign?
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<blockquote data-quote="Black Omega" data-source="post: 250233" data-attributes="member: 79"><p>I'll second the comments on Aaron Allstron's Strike Force. It dates back to the mid 80's, but had the first set of Character Types I've seen and had interesting ideas on blue booking, character stories, and keeping campaigns fresh. It's also a facinating look into a campaign that ran for years, as it grew, developed and changed.</p><p></p><p>For me personally, I'm pretty much the opposite of Creamsteak. When I start a game the first thing I do is let the players know the basic type of campaign. ie Modern Horror, Mercenary Superpowered types, Rokugan, whatever. I type up a hand out, largely based on the classic Hero System format. So the players have a little information on the world, one races and classes. For example, for my Rokugan game it was made clear Good and Evil is not the overriding conflict it typically is in Forgotten Realms. So while a Paladin from the Forgotten Realms is not prohibited, it would be pretty tough since he'd be operating in an Empire where some of the heros show up as Evil.</p><p></p><p>It's standard in our group to have a 'create characters' night. People might show up with character ideas, but it's a night for answering questions, actually working up the characters, and very often linking them together. It was much easier to bring together two groups of three instead of six individuals and it gives characters back histroy.</p></blockquote><p></p>
[QUOTE="Black Omega, post: 250233, member: 79"] I'll second the comments on Aaron Allstron's Strike Force. It dates back to the mid 80's, but had the first set of Character Types I've seen and had interesting ideas on blue booking, character stories, and keeping campaigns fresh. It's also a facinating look into a campaign that ran for years, as it grew, developed and changed. For me personally, I'm pretty much the opposite of Creamsteak. When I start a game the first thing I do is let the players know the basic type of campaign. ie Modern Horror, Mercenary Superpowered types, Rokugan, whatever. I type up a hand out, largely based on the classic Hero System format. So the players have a little information on the world, one races and classes. For example, for my Rokugan game it was made clear Good and Evil is not the overriding conflict it typically is in Forgotten Realms. So while a Paladin from the Forgotten Realms is not prohibited, it would be pretty tough since he'd be operating in an Empire where some of the heros show up as Evil. It's standard in our group to have a 'create characters' night. People might show up with character ideas, but it's a night for answering questions, actually working up the characters, and very often linking them together. It was much easier to bring together two groups of three instead of six individuals and it gives characters back histroy. [/QUOTE]
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