Crossing the Streams of Time and Space

Whenever I am at a loss about how to make my dreams for my Greatest Campaign Ever™ closer to reality, I go back to reading old posts on Against the Wicked City and Hill Cantons. Joseph and Chris are the best. I would never have gotten here without their great ideas.

While I consider myself as adequately competent when it comes to running adventures, I never really had much success with the running of campaigns. Most games I ran were one-shots or mini-campaigns that quickly found a natural end when there wasn’t really any drive to expand them into longer running campaigns. Which isn’t necessarily a bad thing, and I suspect that this is how the majority of games actually turn out. But I think most GMs have a dream of a multi-year campaign that takes characters far across the world and into the higher levels. Which I think of as a worthy goal to pursue, even if you never get anywhere near to that perfect image.

One thing that I have learned over the years of soaking up the wisdom of those who had come before, is to adjust your expectations to something that can actually work in play. An RPG is a game that is being played, which is an inherently different beast from a big movie or long novel series. You can create something equally amazing and fantastic as a GM, but you have very different methods available to you. The first very important thing is that you will get much better results if you don’t try to make the players act out a movie or a book. Square pegs, round holes. What this medium uniquely offers is to let the players control what happens. They can make the choices what the protagonists do. Not using this aspect with which RPGs can create fun and engagement is a huge waste, and at the same time also make the medium fight you in your attempt to tell your story.

Not having the game follow a written down script has become hugely important to me. If I don’t do that, I could just write a novel and that would work out much better. But it does come with a big challenge of how the players will be making choices about what they want their characters to do next. When RPGs began as dungeon crawlers, the answer was pretty simple and the question not an issue: Everyone came to the game to sneak through dungeons, face dangerous monsters, and get away with their treasures. So when you want to give the players a choice in what they want to do next, you really only have to offer them new dungeon levels that differ in the kinds of threats they contain. Lava monster, ice monsters, or hidden traps? Pick your poison. Or change your mind, leave the dungeon, and head over to another one.

Thing is, crawlers aren’t really doing it for me. I am being pulled by more fanciful ambitions of running campaigns for characters who are facing the eldritch dangers of the wild for more than a generic greed for treasure and power, or a generic sense of saving people. And I think that’s where I painted myself into a corner, wanting to do too many things at once.

 

I’ve been sitting down and made a list of the various things that I would like to have in my dream campaign:

  • An social environment and culture that really brings across the concept of Points of Light.
  • A world that feels imposingly large and like a Mythical Wilderness.
  • Long distance journeys to different parts of the world.
  • Letting the players take charge of where they want to go and what they want to do.
  • Working strongly with connections to regular NPCs.
  • A long time scale that has adventures happen over many years.

While looking at this list, I noticed that there are pretty much two different campaign concepts lined out. The first and third item point to a world that is highly decentralized, with strong separations between places, and few connections. The fourth to sixth item require an environment that is tightly connected and centered around a home base and familiarity with the local inhabitants and sights.

One is a campaign about widely different places separated by long distances, while the other is a campaign about closely interconnected people over a long time. This obviously is a non-insignificant mismatch. And it very much looks like a very likely root of my problem. It’s not that my plans for past campaigns had regularly failed. In the end, I always went into a new campaign without a long term plan and just hoped that maybe this one would naturally evolve into something bigger. So being able to identify why I never could come up with a proper long term plan feels like real progress.

The first obvious solution would be to make a choice which one of the two approaches I want to use for my next campaign and which one to drop. But perhaps there is a way to eat my cake and have it too. There clearly are two quite distinctive forms of play that are conflicting with each other. But while it very much seems you can’t have both at the same time, I don’t see anything immediately jumping out that would speak against using them in an alternating pattern.

The hypothetical fix is this: The PCs have a semi-permanent home base where they have their followers, assistants, and most of their contacts, and where they can invest their wealth in improving the place to provide them with better resources in the future. They go on adventures to distant places because their home base can be improved with a resource that can be found somewhere else, or because it is threatened by an antagonist who tries to take something away from them.

Jospeh Manola had some interesting ideas about Adventuring Seasons and Winter Phases, which was the main thing that created my interest in long time scale campaign when I first read it years ago. And I think these two phases are exactly what I might need. During the winter phase, the players learn about new opportunities that could benefit then in the future, and new threats that might become problems if they are not adressed. Some of them might be right outside their door and be dealt with in a week. But many of them would require long voyages to distant places, that would take them away from their home base for months. When they come back, there won’t be enough time to go on a second adventure before the winter. Every spring they will be facing the same question: Which opportunity is too good to risk slipping away and which threat is too great to ignore any longer.

A nice thing about this is that it gives the players a great amount of freedom of who they want their characters to be. They can chose to try to become rulers of their home base, couragous servants of their lord, explorers, or treasure hunters. They also can chose how to invest the resources they gained during their adventures, be it for their own luxury, to gain influence and power, or to improve the living of the people or the defenses of the town. The players don’t even have to pick any of these together. Each one can chose individually and it still makes sense for all of them to follow when one of them prepares for a new expedition.

There is some real potential here, and I am feeling pretty good about it.

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