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Phandelver as Plot Point Campaign (Mild Spoilers)
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<blockquote data-quote="The_Gneech" data-source="post: 6401181" data-attributes="member: 6779"><p>I may be projecting, but I’m fairly sure I see some <em>Savage Worlds</em> influence in 5E, particularly around inspiration (which acts something like SW bennies) and around the organization of the <em>Lost Mine of Phandelver</em> adventure in the <em>Starter Set</em>, which has an uncanny resemblance to a smallish Plot Point Campaign.</p><p></p><p>Plot Point Campaigns (or PPCs), for those not familiar, are essentially “campaign-in-a-book” supplements for <em>Savage Worlds</em> in which there is a major story arc (the “plot points,” so to speak), but there are also tons and tons of smaller adventure hooks. Generally speaking no single scenario (including the “big finish”) is longer than a page or two, and everything is very sketchy and loosely-connected. The main thrust of the campaign is usually scattered across the map and delves deeply into the setting’s backstory: in <em>50 Fathoms</em>, the archetypal PPC, the main campaign is all about discovering the story of the three witches who are drowning the world, and thwarting their apocalyptic plans. But there are so many side stories that it could take years for the players to get there, if ever. The PPC gives you an opening scenario that immediately puts your players into the middle of the action, but where they go from there is pretty much up to them.</p><p></p><p>Usually in a PPC, later scenarios have “prerequisites” before they can happen: “none of the Colonize Monster Island quests can happen until the players have completed the Discover Monster Island quest,” that kind of thing. But beyond that, there’s very little structure. Don’t give a damn about Monster Island? That’s fine, there’s plenty to do over in Adventurelandia. Some quests are stand-alones, some come in chains, some of them are cross-referencing, and so on. But all are short and usually only developed in the sketchiest way, allowing lots of room for GM interpretation and fleshing out.</p><p></p><p>The best PPCs also include a method for procedurally-generating content, when the GM needs a “filler adventure” or the players decide to wander off the map. It can be as simple as a handful of “insert here” encounters, or it can be as complex as a matrix of rolling on columns A, B, C, and D to get “The <strong><u>Prince</u></strong> wants you to <strong><u>kidnap/steal</u></strong> the <strong><u>sacred gem of Ul</u></strong> from <strong><u>the tomb of a cursed priest</u></strong>.” <em>50 Fathoms</em> also has a <em>Traveller</em>-esque trading system, designed to get your characters schlepping stuff from place to place so you can find the interesting patrons in each location. [1]</p><p></p><p>It occurred to me, as I was going through Phandelver, that it appears to have been written in a similar way. As a PPC, the Rockseeker Brothers, their attempts to excavate Wave Echo Cave, and the machinations of The Black Spider would be the main plot points, with the Redbrands, Thundertree, Old Owl Well, Wyvern Tor, and Conyberry all being side-stories, and the wandering monster table being the filler “adventure generator.” The main difference is scale. In a PPC, you have a large-scale campaign presented in tiny, sketchy chunks; in Phandelver, you have a small-scale campaign presented in big, detailed pieces.</p><p></p><p>This, I think, is pretty nifty, and I’d really like to see WotC continue this approach in the future. How cool would a <em>5E Eberron Plot Point Campaign</em> be, for instance? Not a single mega-adventure like <em>Seekers of Ashen Crown</em>, which only works if your players are willing to follow a single spoon-fed storyline, but a tapestry of scenario hooks so that if your players hop on an airship to Karrnath on short notice, you could just turn to the Karrnath section of the book and have five paragraphs of potential things ready to go when they got there? With bounded accuracy and the flatter power curve, I can imagine a supplement like this really working in a way that it couldn’t have done in 3.x/PF or 4E, and I would actually very much love to see it.</p><p></p><p>-The Gneech</p><p></p><p>[1] There’s probably a very interesting blog post to be written about how <em>50 Fathoms</em> is basically a <em>Traveller</em> campaign with a fantasy skin… but that’s for another time. Or perhaps another blogger.</p><p></p><p>(Reposted from <a href="http://gneech.com" target="_blank">Gneech.com</a>)</p></blockquote><p></p>
[QUOTE="The_Gneech, post: 6401181, member: 6779"] I may be projecting, but I’m fairly sure I see some [I]Savage Worlds[/I] influence in 5E, particularly around inspiration (which acts something like SW bennies) and around the organization of the [I]Lost Mine of Phandelver[/I] adventure in the [I]Starter Set[/I], which has an uncanny resemblance to a smallish Plot Point Campaign. Plot Point Campaigns (or PPCs), for those not familiar, are essentially “campaign-in-a-book” supplements for [I]Savage Worlds[/I] in which there is a major story arc (the “plot points,” so to speak), but there are also tons and tons of smaller adventure hooks. Generally speaking no single scenario (including the “big finish”) is longer than a page or two, and everything is very sketchy and loosely-connected. The main thrust of the campaign is usually scattered across the map and delves deeply into the setting’s backstory: in [I]50 Fathoms[/I], the archetypal PPC, the main campaign is all about discovering the story of the three witches who are drowning the world, and thwarting their apocalyptic plans. But there are so many side stories that it could take years for the players to get there, if ever. The PPC gives you an opening scenario that immediately puts your players into the middle of the action, but where they go from there is pretty much up to them. Usually in a PPC, later scenarios have “prerequisites” before they can happen: “none of the Colonize Monster Island quests can happen until the players have completed the Discover Monster Island quest,” that kind of thing. But beyond that, there’s very little structure. Don’t give a damn about Monster Island? That’s fine, there’s plenty to do over in Adventurelandia. Some quests are stand-alones, some come in chains, some of them are cross-referencing, and so on. But all are short and usually only developed in the sketchiest way, allowing lots of room for GM interpretation and fleshing out. The best PPCs also include a method for procedurally-generating content, when the GM needs a “filler adventure” or the players decide to wander off the map. It can be as simple as a handful of “insert here” encounters, or it can be as complex as a matrix of rolling on columns A, B, C, and D to get “The [B][U]Prince[/U][/B] wants you to [B][U]kidnap/steal[/U][/B] the [B][U]sacred gem of Ul[/U][/B] from [B][U]the tomb of a cursed priest[/U][/B].” [I]50 Fathoms[/I] also has a [I]Traveller[/I]-esque trading system, designed to get your characters schlepping stuff from place to place so you can find the interesting patrons in each location. [1] It occurred to me, as I was going through Phandelver, that it appears to have been written in a similar way. As a PPC, the Rockseeker Brothers, their attempts to excavate Wave Echo Cave, and the machinations of The Black Spider would be the main plot points, with the Redbrands, Thundertree, Old Owl Well, Wyvern Tor, and Conyberry all being side-stories, and the wandering monster table being the filler “adventure generator.” The main difference is scale. In a PPC, you have a large-scale campaign presented in tiny, sketchy chunks; in Phandelver, you have a small-scale campaign presented in big, detailed pieces. This, I think, is pretty nifty, and I’d really like to see WotC continue this approach in the future. How cool would a [I]5E Eberron Plot Point Campaign[/I] be, for instance? Not a single mega-adventure like [I]Seekers of Ashen Crown[/I], which only works if your players are willing to follow a single spoon-fed storyline, but a tapestry of scenario hooks so that if your players hop on an airship to Karrnath on short notice, you could just turn to the Karrnath section of the book and have five paragraphs of potential things ready to go when they got there? With bounded accuracy and the flatter power curve, I can imagine a supplement like this really working in a way that it couldn’t have done in 3.x/PF or 4E, and I would actually very much love to see it. -The Gneech [1] There’s probably a very interesting blog post to be written about how [I]50 Fathoms[/I] is basically a [I]Traveller[/I] campaign with a fantasy skin… but that’s for another time. Or perhaps another blogger. (Reposted from [URL="http://gneech.com"]Gneech.com[/URL]) [/QUOTE]
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