Running a 4E campaign with limited prep time

Mercurius

Legend
OK, here's the scenario: I'm finally getting back into the game after five or six years away from the table (the last time I played was just before 3.5 came out, if I remember correctly). I'm very excited to run a 4E campaign starting sometime in the next couple months; we can't really get going until November or so, but we'll try to meet, make characters and such, in August and I hope to get the basics of the campaign setting codified in the next few weeks.

The game will, unfortunately, only be once a month, for about six hours per session. The four involved are all in their 30s, have careers and/or families, and once a month is the only way we can make this work. I have previously posted a question about running monthly games and got a lot of good ideas which I will use, in particular a yahoo email group with recaps sent out a few days before each session so that everyone gets a refresher.

My question here is both specific and open-ended. But first let me give some context in what sort of game I want to run. I will be quite limited in how much time I can prepare between adventures, but luckily I like the "points of light" style setting, which lends itself to "design-as-you-go" campaign creation style. In the past I have enjoyed creating detailed campaign settings, but my long-time setting has, in the process of becoming the setting for my writing, moved quite far away from canonical D&D, which is what we all want to play. I like the emphasis of "points of light," which allows for lots of lost histories, artefacts, etc.

The basic premise of the campaign is pretty simple: A magical apocalypse destroyed a great empire 1,000+ years ago (the exact timeframe isn't commonly known), and civilization along with it. A few pockets survived but most people devolved into barbarism. Over the last few hundred years different peoples have gradually gathered in a valley and settled in the ruins of an ancient city; over the last hunded years, the valley has started to thrive, becoming a kind of solace, the center of a new civilization in a fledgling state. It has, of course, also spawned a wealth of adventurers, who go out beyond the valley in search of various artefacts of the fallen empire, into a wilderness that is teeming with monsters. For some unknown reason the lore and history of the ancient age was lost (except to a few, of course!), and the various factions of the new city hire adventurers to seek various artefacts of the fallen empire in an attempt to gain power.

As you can imagine by now, game play--at least to begin with--will involve the characters being hired by an agent of one of the factions to retrieve an item. If they succeed they'll be hired again. But then it will get more complicated as other factions get involve, and a meta-plot starts brewing that involves undead sorcerers, dead and resurrected gods, hidden eladrin kingdoms, and all that fun stuff. The idea I'm going for is a campaign that seems focused on dungeon crawls and loot-gathering, but gradually becomes something much more.

So the basic premise cuts down the campaign setting preparation somewhat; I can focus on designing the city, the valley, and only have an idea of the surrounding regions, filling in the details as needed. I also need a strong sense of what the fallen empire was, how it was destroyed, and what happened to all of the different races, as well as the old gods (who seemingly died in the apocalypse) and the new gods (immortals recently appearing in various contexts, gaining followers). All of that is pretty easy and stuff I can think about throughout the day. Where it gets trickier is in actually sitting down and doing the "drudge work" of adventure design. Due to various factors in Real Life, preparation time will be in snippets here and there throughout the month, but maybe less than I would usually like.

So by way of summary, I'm looking for any advice, but especially as pertains to designing (hopefully good) adventures as quickly as possible. Any short-cuts? Tricks and tips you want to share? Resources? (I'm thinking getting the new dungeon tiles might be a good thing).
 

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Random Resource:
WotC used to do a weekly article called "Map of the Week" It's archived at
http://www.wizards.com/default.asp?x=dnd/mwa/archiveall
So some of them are cities and a couple dungeon and other spots. You can use it as a map skeleton for what you want, just stick in your own encounters and labels. Or use the map but erase walls and add corridors as will suit your purpose.


As for the "drudge work " itself, oddly, I am in the EXACT same situation as you (exactly!). So I am not sure I have any other info that I can say will definately work :) (as I have yet to try what I am trying :-D )
 

One thing that you should maybe do is photocopy for yourself, or write them out, the various suggested combat encounters from the DMG. Then do the same with the tables of monsters at the back of the MM. This makes throwing together a combat encounter much quicker, whether you're doing it on the fly or in the little prep time you have.
 


Would it be unhelpful for me to recommend that you consider using published adventures? Seriously, if you can't find more than four hours a month to prep (much less find enough time between now and November to write an adventure), using published adventures is the best way to go.

I mean, the default setting in 4e basically has all of the elements you describe above, and the DMG even has a map of the valley where the first two published modules are set, along with Fallcrest, the sample town in the DMG. What more do you really need?

Also, if it's been a while since you've DM'ed, *and* you're playing 4e for the first time, I think you do well to stick to published product as you get to know the system. I DM all the time, but I'm using Keep on the Shadowfell for our 4e game. I want to actually play the game and learn the rules before I jump into designing encounters.
 

As you can imagine by now, game play--at least to begin with--will involve the characters being hired by an agent of one of the factions to retrieve an item. If they succeed they'll be hired again. But then it will get more complicated as other factions get involve, and a meta-plot starts brewing that involves undead sorcerers, dead and resurrected gods, hidden eladrin kingdoms, and all that fun stuff. The idea I'm going for is a campaign that seems focused on dungeon crawls and loot-gathering, but gradually becomes something much more.

Keep on the Shadowfell actually has something you can really easily hook into this:

[sblock=Spoilers for KotS]Go with the "missing mentor" hook/quest: Douven Staul is the PC's mentor who gathered them together to search for these artifacts. Together, they've found a few minor ones.

Douven took off to Winterhaven because he heard about something uncovered there. He didn't figure he'd have much trouble, and maybe the PCs were busy doing something else (e.g. Kobold Hall, change the MacGuffin that the dwarf wants into something that fits with your game).

Time passes; Douven's gone missing. The PCs head over to meet with him. They hear about him and the excavation site, and they go to find him. The encounter with the gnome at the excavation site holds one of these artifacts - the mirror. Who knows what it's for? Who knows what the death cult wanted it for?

In my game, this is pretty much how I ran it. Douven left for Fallcrest to get some more help about the death cult and told the PCs to stay in town and see if they could find any more info about the cult. The PCs asked around, heard some rumours about the cult, and uncovered some evidence that pointed to a very active cult - one that needed to be taken care of right now, no waiting for Douven or backup.

You might want to add some extra flavour to the last encounter about some kind of artifact - maybe changing the shadow rift to an artifact - but I think you could use it pretty easily.[/sblock]
 

Buzz, I have considered published adventures but have always preferred doing homebrews. I suppose I could take a look at KotS and see if I could customize it (as LostSoul suggested).

fba827, maybe we should try to keep this thread going to see ideas people come up for both of us.

Asmor, I'll play with it--thanks!

Kwalish Kid, that's a good idea. I suppose I should look into the DM Screen too.
 

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