Some Thoughts on Campaign Design

I would also advise you to let things grow naturally within the game.

Sometimes, players do not go for your plot hooks or ideas (hard to believe, I know) – the “cool” NPC you spent time thinking of a good backstory for falls flat at the table. Or, vice versa, a minor NPC that you only had a name for makes a sudden turn at the table due to an unforeseen circumstance and can become a major player.

Example – the DM of my old group (probably the best DM I’ve ever played with) told me
later that the two Halfling bartenders that played a major role early in the campaign were just afterthoughts until the players kind of took to them in game. It was only after that happened that he developed some connections to some other important NPCs.

A second example would be when I was a DM. To start the campaign, the players had been hired by a merchant to find his kidnapped daughter. I had some elaborate plans for this NPC, and the evil organization he belonged to, to play a major role in the campaign – think of them like the trade federation in Star Wars episode 1, and this organization was also involved in slavery and dealing with an evil theocracy nearby. However, while the players fought the slavers, they were so focused on finding the kidnapped daughter that they did not follow-up with the merchant until months later in game.

So, don’t plot out all these multi-layered plots ahead of time. I would come up with a few ideas and see if you can loosely tie them to your campaign to start.

Secondly, the players will not be able to attend to every plot all the time – make sure you know what each faction/organization will do while the PCs’ attention is turned elsewhere – if the players disrupt the slaver’s raid outside of town, the local thief’s guild in town might take advantage of the players’ absence.

Good luck!
 

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There is some fantastic stuff here.

Bouncing off another Kamikaze Midget idea is using something like a random dungeon generator map to build from.

Say each adventure should be about 1 level. That means X xp, and Y encounters. We'll say seven planned encounters (why 7? Just cos. Ten's the magic number for 4e, and really, probably 3e too and that gives me 3 floating encounters per adventure) for each level. Multiply that by ten levels, and you get a 70 room dungeon

Then, place lines through seven rooms, skipping rooms from time to time. That gives you the basic outline of the ten adventures, at least from a form point of view. At the points where the lines cross through the same rooms, that's where the adventures touch. At those points, I need to plot scenarios that will work for more than one adventure - Rosie's bar is host to the slaver racket and to the rebel plotters, for example.

Note entirely sure how well this works, as I haven't done it yet. But, I think it might work.
 

Ed Greenwood wrote several excellent campaign-building articles in Dragon BITD before the first FR boxed set was published. In particular, these stand out:


- "Plan Before You Play" (my favorite campaign-planning article; Dragon 63)
- "Law of the Land" (Dragon 65)
- "Down-To-Earth Divinity" (on fantasy pantheons; Dragon 54)
- "The Merry Month of...Mirtul?" (on fantasy calendars; Dragon 47)
- "Players Don't Need To Know All the Rules" (Dragon 49)

Worth checking out if you have the Dragon Archive CD (or the original issues, of course).
 


Heh, thanks for that BOTE. Funnily enough, it appears that I've come to similar conclusions, although through a slightly different approach. Using the Dungeon Mapper approach gives me a Layer Cake as the Alexandrian article calls it and even builds dead ends right into things.

About the biggest difference I can see is that using the dungeon generator first creates the links between nodes, which I can build from there. In the Alexandrian's approach, I should build the connections between nodes as needed.

I see it as something of a cross between the two really. Sometimes, the link between one node and the next will be pretty linear - only a single passage between rooms on the dungeon map, and other times it will have all sorts of inter-relationships. I don't have a problem with that. Sometimes it's nice for the party to act, more or less, on autopilot and have things move directly from A to B.

It makes a fair bit of sense sometimes and it can really increase pacing.
 

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