memnus: Person with robe, staff, and satchel (Spingear "Fleck" Spindlefingers)
Brian ([personal profile] memnus) wrote2006-05-24 06:37 pm

Discussion question

How does one go about planning a campaign?

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[identity profile] camlost.livejournal.com 2006-05-25 01:40 pm (UTC)(link)

Rich Burlew (of OOTS comic fame) writes about his plan/attempt to build a compelling world here. It's broken into bits. Now a campaign is not a world, but a world can be a useful thing for a campaign to have.

http://www.giantitp.com/Form.html


As for the campaign writing part, I'm not terribly sure. To my mind, there are several important qualties for a good campaign:

1) Goal - it's important for the characters to have a goal, as it will keep them focused and provide a context for their choices, and keep them moving (no scumming or resting after each battle if the goal is timed).

2) Complications - this is where you add plot twists, and other modifications of goals. Add subgoals, plot twists, people changing sides, treachery, whatever here.

3) Obstacles - These are the things that stand in the way of the players achieving their goal. Maybe it's monster encounters, maybe it's distance, maybe it's a corrupt magistrate who gets them arrested or whatever.

If you plan out a goal or two, and a complication or seven, then the campaign runs itself except for the obstacles, which at least I find aren't too hard to figure out a session ahead of time.