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Reorienting campaign design
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<blockquote data-quote="Ry" data-source="post: 2333577" data-attributes="member: 8314"><p>I run a pretty fast and loose, dramatic rules-light game. In the past, I've used novels as my model for designing the story, how I was introducing characters, and (of course) the pacing. This meant that the campaign was spread out over 20-ish sessions, each dropping more and more information and drawing the players deeper and deeper into the plot. By the middle, the players had a fairly lengthly glossary of who was who and what was where, and a great deal of character development had occurred for each. The final session was normally a massively important climax, followed by a little "hey, the world's still here" denoument.</p><p></p><p>That's not going to work anymore.</p><p></p><p>Right now, I'm a little too far away from the players to have such long games - if I want something to finish properly, then I need stories that get to the point swiftly and resolve swiftly. Still, they have to feel important, the room for character interaction has to be there - and the players have to care. Thus, instead of using a novel as a structural base, I'm going to try to use the feature-length film as my model (plays and so forth are fine for source structures as well).</p><p></p><p>Has anyone done this and have tips on how to proceed? Does anyone know of good articles for writing campaigns - not just adventures - that are highly self-contained and resolve properly?</p></blockquote><p></p>
[QUOTE="Ry, post: 2333577, member: 8314"] I run a pretty fast and loose, dramatic rules-light game. In the past, I've used novels as my model for designing the story, how I was introducing characters, and (of course) the pacing. This meant that the campaign was spread out over 20-ish sessions, each dropping more and more information and drawing the players deeper and deeper into the plot. By the middle, the players had a fairly lengthly glossary of who was who and what was where, and a great deal of character development had occurred for each. The final session was normally a massively important climax, followed by a little "hey, the world's still here" denoument. That's not going to work anymore. Right now, I'm a little too far away from the players to have such long games - if I want something to finish properly, then I need stories that get to the point swiftly and resolve swiftly. Still, they have to feel important, the room for character interaction has to be there - and the players have to care. Thus, instead of using a novel as a structural base, I'm going to try to use the feature-length film as my model (plays and so forth are fine for source structures as well). Has anyone done this and have tips on how to proceed? Does anyone know of good articles for writing campaigns - not just adventures - that are highly self-contained and resolve properly? [/QUOTE]
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