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<blockquote data-quote="Nagol" data-source="post: 4882941" data-attributes="member: 23935"><p>That sort of describes how I design campaigns.</p><p></p><p>Decide what themes to explore in the campaign such as "growing into power", "order out of chaos", "reclaiming what has been taken", or "defenders of the realm".</p><p></p><p>Pick a genre -- low fantasy, high fantasy, pulp noir, war, crime, swashbuckling, pulp horror, comedy, comic book, etc.</p><p></p><p>Pick a backdrop -- fantastical, historical period, modern, early future, far future, pulpy, comic book, etc.</p><p></p><p>Pick a system that supports that theme, genre and backdrop. </p><p></p><p>Potential large campaign arcs get a similar treatment. Define the underlying theme: "treachery from within", "outside menace", "something lost that must be found", "things man was not meant to know", etc. Build an initial plausible situation that supports that premise and see what, if anything, the players can do with it.</p><p></p><p>Individual adventures usually do not get this treatment. Adventures may be attached to an adventure arc and have a form defined therein, or they may be interesting locales and situations statically asigned to the world.</p></blockquote><p></p>
[QUOTE="Nagol, post: 4882941, member: 23935"] That sort of describes how I design campaigns. Decide what themes to explore in the campaign such as "growing into power", "order out of chaos", "reclaiming what has been taken", or "defenders of the realm". Pick a genre -- low fantasy, high fantasy, pulp noir, war, crime, swashbuckling, pulp horror, comedy, comic book, etc. Pick a backdrop -- fantastical, historical period, modern, early future, far future, pulpy, comic book, etc. Pick a system that supports that theme, genre and backdrop. Potential large campaign arcs get a similar treatment. Define the underlying theme: "treachery from within", "outside menace", "something lost that must be found", "things man was not meant to know", etc. Build an initial plausible situation that supports that premise and see what, if anything, the players can do with it. Individual adventures usually do not get this treatment. Adventures may be attached to an adventure arc and have a form defined therein, or they may be interesting locales and situations statically asigned to the world. [/QUOTE]
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