The Campaign
A campaign is just a series of adventures, usually tied together by plot. They are huge undertakings. Even a short campaign might take 6 months to play out in PbP. There are a couple of things to keep in mind when creating a campaign:
1) Make it big. That final objective needs to have a good payoff. A dragon that has ransacked every village for 100 miles, leaving nothing but smoke and ruins. A vampire who has toppled the local baron and usurped his throne and turned his soldiers into slaves. A witch who lives in a swamp none have ever returned from, and who holds all the children of a local village hostage for some evil purpose.
2) Divide it into clear acts, each different from the other. 1) The PCs go to slay the dragon, but must first cross orc country, where they find a local village who begs their help to find the body of their high priestess, killed by the orcs. 2) Having done that, the PCs must venture high into the dragon's mountain lair, where an ogre lord leads an army of goblin wolf riders against them. Can the PCs convince a local barbarian tribe to help them defeat the ogre lord? 3) Inside the mountain, the PCs must descend into lava filled caverns, battling the fire elementals of a mad goblin wizard who dreams of becoming a dragon himself 5) the dragon's lair. That's just an example of course, and not very original, but very playable if the encounters are made interesting.
3) Let the PCs run the show. Do not put your own PC in there. NPCs are not "your" characters and you shouldn't become attached to them. If your PCs want to go about things in a way you didn't anticipate, improvise but do not act to stop them. Try to appreciate their cleverness.
4) Don't forget some great NPCs. Take the rather generic campaign example above. Now mix in a beautiful baroness, her lover, and her jealous husband. Also The King of Bandits, a two headed giant, a corrupt cleric, an obsessed ranger and an incompetent would be dragon-slayer. Once you've worked those NPCs into the mix, your campaign won't seem as generic, I promise. Great NPCs make great campaigns.
5) Keep raising the stakes. Things might start out bad, but they can always get worse. Give the PCs more to lose, make the bad guys badder, make the PCs put everything on the line.
That's about it for campaigns. Remember, it is all about the encounters. If they are good, you will have a good adventure, and if you have a good adventure the campaign idea will suggest itself.
A campaign is just a series of adventures, usually tied together by plot. They are huge undertakings. Even a short campaign might take 6 months to play out in PbP. There are a couple of things to keep in mind when creating a campaign:
1) Make it big. That final objective needs to have a good payoff. A dragon that has ransacked every village for 100 miles, leaving nothing but smoke and ruins. A vampire who has toppled the local baron and usurped his throne and turned his soldiers into slaves. A witch who lives in a swamp none have ever returned from, and who holds all the children of a local village hostage for some evil purpose.
2) Divide it into clear acts, each different from the other. 1) The PCs go to slay the dragon, but must first cross orc country, where they find a local village who begs their help to find the body of their high priestess, killed by the orcs. 2) Having done that, the PCs must venture high into the dragon's mountain lair, where an ogre lord leads an army of goblin wolf riders against them. Can the PCs convince a local barbarian tribe to help them defeat the ogre lord? 3) Inside the mountain, the PCs must descend into lava filled caverns, battling the fire elementals of a mad goblin wizard who dreams of becoming a dragon himself 5) the dragon's lair. That's just an example of course, and not very original, but very playable if the encounters are made interesting.
3) Let the PCs run the show. Do not put your own PC in there. NPCs are not "your" characters and you shouldn't become attached to them. If your PCs want to go about things in a way you didn't anticipate, improvise but do not act to stop them. Try to appreciate their cleverness.
4) Don't forget some great NPCs. Take the rather generic campaign example above. Now mix in a beautiful baroness, her lover, and her jealous husband. Also The King of Bandits, a two headed giant, a corrupt cleric, an obsessed ranger and an incompetent would be dragon-slayer. Once you've worked those NPCs into the mix, your campaign won't seem as generic, I promise. Great NPCs make great campaigns.
5) Keep raising the stakes. Things might start out bad, but they can always get worse. Give the PCs more to lose, make the bad guys badder, make the PCs put everything on the line.
That's about it for campaigns. Remember, it is all about the encounters. If they are good, you will have a good adventure, and if you have a good adventure the campaign idea will suggest itself.
Comment