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Roleplaying Tips Weekly E-Zine Issue #237
4 Tips For GMing A 'Local' Campaign
Contents:
This Week's Tips Summarized
4 Tips For GMing A 'Local' Campaign
- Reduce, Re-use, Recycle
- Design With Re-use In Mind
- Think Local
- Tools Of The Trade
Readers' Tips Summarized
- Workaholic GMs: Try A One-On-One Campaign
From: Kalle Kärkkäinen
- Weather Resource
From: The Wanderer
- Homemade Figs Using Beads & Doweling
From: Jason Walker
- Paper Minis Source
From: Steve Z.
Return to Contents
A Brief Word From Johnn
Campaign Planning Continues
I'm getting ever closer to starting up my new campaign. It's
a "local campaign" and the advice in this week's issue stems
from my recent preparations. It looks like we'll be playing
Tuesday or Wednesday nights, every other week, with the odd
weekend marathon hopefully thrown in. Scheduled play time
will be short, about 4 hours, but I think the tight time
constraint will motivate everybody to play hard. Hopefully
the first initiative roll will happen soon!
GM Encyclopedia Review
The GM Encyclopedia has had its first review! You can check
it out here:
http://www.gamewyrd.com/review/474
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
4 Tips For GMing A 'Local' Campaign
By Johnn Four
A local campaign is my term for a campaign that mostly takes
place within a small region. I used to call it a home base
campaign, but then I realized there's another type of home
base game where the PCs set-up in an area that they return
to between missions. This could be called a home base
campaign too.
Therefore, to avoid confusion, a local campaign is one in
which the PCs, adventure scopes, and plot lines mostly stay
within an invisible border that you've drawn around a
community. There are numerous advantages to a local
campaign, and a few challenges to overcome as well.
Hopefully, the tips below will help you decide if a local
campaign suits you GMing and group style, and how to
overcome a few of the issues this type of campaign entails.
- Reduce, Re-use, Recycle
One of the biggest benefits a local campaign offers is that
it reduces planning, design, and preparation time because it
gives you more opportunities to re-use and recycle existing
game elements:
NPCs
Unless the group goes on a murderous killing spree, most of
the NPCs you craft before and during each session can be
brought into play again and again. The PCs will have
enemies, neighbours, friends, family, shopkeeps, lords, and
contacts, in addition to knowing many other types of NPCs
that fill their local community.
As you become more familiar with your cast of NPCs through
re-use over time, you'll find numerous opportunities to add
them as backdrop detail and to incorporate them seamlessly
into background events.
For example, as the PCs are journeying to the next game
encounter, you might plunk in a backdrop scene of two well-
known NPCs furiously haggling over an item. Whether the PCs
interact or not, the background has more relevance, meaning,
and entertainment value because the players are familiar
with the NPCs. "Are those two at it again?!"
Enough can't be said about the value of the NPCs you and
your players have come to know intimately. Due to its
enclosed nature, a local campaign can't help but engender
intimacy because of repeated exposure to its inhabitants.
Locations
Just as you can build a cast of NPCs that you roleplay and
wield better as time goes by, so too can you build a cast of
locations.
For example, standard locations, such as community areas,
shops, and abodes of various NPCs, can be re-used many
times. The town hall might hold a town meeting in one
session and be an emergency shelter the next.
As the cast of locations get explored and visited
repeatedly, their layouts, features, quirks, and other
traits build up iteratively so that some locations can
actually become NPCs of sorts.
Non-standard locations, such as lairs, ruins, and
adventuring areas can be re-used after they've served their
initial functions as plot points and encounter locales as
well.
Local campaigns do not tolerate vacuums. Eventually, the
PCs will explore every corner and point their lanterns into
every shadow of the community. Once a location's initial
game purpose is served, there will be pressure to recycle it
sooner or later. The players might have plans for the sites,
the community might repurpose it, or you might plant a new
threat or event.
Regardless of the motivation, a local campaign puts healthy
pressure on a location to contribute to the game repeatedly,
and your previous design and planning can be re-used and
modified as much as you like.
Events
Some events are unique, one-time affairs. Often, this is all
you have time to plan for before your games due to real life
pressures and commitments. In a local campaign though, as
the clock and calendar revolve regularly with the PCs living
in the same area, certain events can be re-used at regular
intervals.
For example, festivals, daily prayers, holidays, NPC
emotional states (i.e. Seasonal Affective Disorder),
ceremonies, administrative tasks, the changing of the watch,
and other events occur over and over, each with their own
cycle. If the PCs are constantly travelling to different
cultures and communities, you have to invent these things
repeatedly, and consequently, they are often ignored or
under-detailed.
However, as the PCs will be living in the same area with the
same patterns over the long term, you can re-use and add
detail to each recurring event in an iterative fashion.
Soon, the New Year sacrifice evolves from a bunch of priests
stabbing an ox, to a colourful ceremony with chanting,
special garb, a build-up starting days or weeks before,
politics, conflicts, and specific NPC behaviours before,
during, and after the ceremony.
In addition, such events can eventually spawn new encounters
and adventures on their own because of your familiarity with
them and your knowledge of community consequences and
reactions.
For example, after the third New Year ceremony happens in
your game, you might begin to wonder where the ox comes
from. Is it donated? Is there prestige, and hence, rivalry,
for having one's ox selected? Who performs the ceremony? Do
community members jostle to be a participant? Does this
jostling spawn plots and political subterfuge during the
rest of the year?
NPCs, events, and locations form the primary ingredients
with which you build each game session from. Local campaigns
help you make these ingredients rich, interesting, and
entertaining.
Return to Contents
- Design With Re-use In Mind
On the tail of the Reduce, Re-use, and Recycle tip comes
this rule of thumb:
Design with re-use in mind.
If you were stuck in an elevator for an hour, who would you
want to be stuck with, and why? Think about the close
quarters, not being able to escape from those people, and
what you'd do for the hour with them.
Once you've pondered this for awhile, think about it from a
player's perspective: if your character's going to be stuck
in a community for several years, who would you want them to
be stuck with, and why?
After mulling this over, ask yourself: if the PCs are going
to be adventuring in a community for several years, what
NPCs, events, and locations would you want them to interact
with over and over again?
Some general factors you might consider:
Compatibility
As noted in Tip #1, unless a nuke hits the community after
each session, the game elements that you design will appear
repeatedly over the lifetime of your campaign, so you want
to make sure they're going to be compatible with the PCs,
community, and plot lines.
For example, if you place an evil mind flayer next door to
the PCs, chances are the characters will seek to kill that
monster at the earliest opportunity. Unless you have a plan
that'll keep the flayer around for awhile (thus designing
with compatibility in mind), it's toast and, as a game
element, it has low re-usability due to its lack of
compatibility.
What Happens After The Battle?
Think ahead a few moves to when the PCs have overcome the
NPC or conflict. What happens to the event, NPC, or location
at that point? What could the consequences be?
You don't have to have a definite answer to this for each
game element you design. Planning in detail that far in
advance could make your game inflexible and you run the risk
of railroading. However, imagine a few likely outcomes and
estimate whether they represent low re-usability.
What is the mortality of the game element? Is the NPC
doomed to die? Is the location doomed to be destroyed? Is
the event a one-time only affair?
For sure, you are welcome to support death, destruction, and
unique events in your local campaign. However, the more
instances in which you can salvage a game element and bring
it back, albeit modified and altered by its ordeals, then
the more re-usable that element is and the more benefits, as
outlined in Tip #1, you'll receive.
Examples:
- Perhaps the villain can be redeemed.
- Maybe the trap-filled dungeon can be used to safely lock
away critters that can't be killed (yet).
- Perchance the exotic discovery can be repeated by other
NPCs and you can run the situation again, only better and
more in-depth this time because you've had practice.
Conflict
If asked who they'd like to be stuck with, the PCs might
first be inclined to answer that they'd like to be trapped
in a village with people whose pocketses are bursting with
gold. However, most players would realize that that would
make for a pretty boring game after awhile.
What players really want is conflict. They need a reason for
their PCs to act. They crave action, excitement, and
adversity to overcome. Therefore, when planning for re-use,
be sure to leave room for conflict.
For example, even allies and friendly NPCs should provide a
source of conflict once in awhile. The PCs are going to get
to know these people well, and if things are always a peachy
100% with these folk, they'll get boring. Perhaps the PCs'
employer decides to support one political candidate while
the party has thrown their lot in with another. Maybe a PC's
best friend eats some mouldy bread and his a negative
personality change for a day or two.
Scope
As time goes on, things change, especially power levels.
NPCs can gain experience points or become more skilled.
Skirmishes and battles might become wars. Adventuring
locations could become deadlier with the arrival of new
critters, an organizing element, or more treacherous
conditions.
Think to the future and the potential power of the game
element you're designing. If there's risk that its power
could expand beyond the physical, design, or "game" borders
you've drawn for the community, then re-use is limited.
This isn't always a bad thing, but do keep it in mind. If
all the villains grow up and move to the big city, who will
be left for the PCs to pick on? ;)
Make it a goal to aim for maximum re-usability for any game
elements you design for a local campaign. Think to the
future. When any immediate conflicts end, is there a good
chance that the element will survive and return another day?
When power levels increase, will the element outgrow the
community and either be forced to leave or force you to
drastically change the scope?
Return to Contents
- Think Local
This tip overlaps the information about Scope in Tip #2.
During my recent local campaign preparation, I found I was
constantly falling into the same trap of scope-creep, so I
made "think local" my mantra to keep my designs in check.
During my planning, I'd get ideas about adding to the
villains, plots, locations, items, and other game elements I
was designing. I'd expand the history, increase the goals
and capabilities of a foe, add another dungeon level, and so
on. Then I'd get another idea and add more. Then I'd do it
again.
I found that soon I'd have a Frankenstein of epic
proportions on my hands where the gods were involved in a
massive struggle over powerful magic items buried 50 levels
deep in the PCs' back yard.
Let's face it, a local campaign is a different beast. It
requires small scale conflicts and clever thinking to keep
plots confined within the borders you've outlined. You don't
want to threaten to destroy the world in every story told
within the community. You don't want to bring in a stream of
new elements every encounter or every session so that the
community feels like a zoo.
These restrictions end up being a blessing and a curse.
They're a curse because it's fun and exciting thinking about
epic plots and large-scope game elements. They're a blessing
because you have a wonderful opportunity to go "deep" in
your storytelling versus the "wide and shallow" syndrome
that bigger scope, world-trek type campaigns can suffer
from. Reduce, re-use, and recycle lets you layer details and
relationships onto game elements through repeat exposure.
When the scope, or footprint, of a game element exceeds the
boundaries you've created, then you'll be forced to design
more things that fall outside of the community, and you lose
the benefits that focus and repetition provide.
For example, I caught myself designing a plot thread that
had monsters enter the region as the vanguard of an off-
world invasion force. Everything was going great in my evil
schemes until I realized that the PCs' community would be
squashed to bits when/if the monstrous army arrived. In
fact, if the monster army did deploy successfully, the PCs'
whole world would be at risk.
This is a legitimate and fun-filled plot thread, but it's
outside of the scope of my local community and its future. I
don't want a world-spanning plot. I want the PCs to rescue
the cat stuck in the treant, to get involved in the petty
politics of the local lord, to help neighbours in need, to
clear the lairs of local critters, to fend off big-city
thugs who try to move in and lean on the locals, and so on.
So, as you're designing, write on a Post-It and paste it to
your screen: Think Local.
Return to Contents
- Tools Of The Trade
If one needs to keep the scope limited in a local campaign
then, what are your storytelling options? Some GMs have a
knack for creating great stories from minor events and small
scope game elements. Other GMs, such as myself, often rely
on big scope elements to keep things exciting and
interesting.
For example, I often have the PCs journeying far and wide to
reach the next cool dungeon or exploration location.
However, my local campaign's borders are only about 10 miles
by 15 miles in area. I often create powerful villains in
play, but how many villains can feasibly fit within a
village, city borough, or space ship? I often create
histories that involve ancient races or magics, but how many
things in a village can you do this with? I tend to have
politics and relationships start with an emperor or the gods
and trickle down to the PCs' current level, but this trend
gets stale fast as the PCs uncover yet another scheme
stemming from the Throne.
What then, are some tools we can use for exciting, local
campaign play adventure?
NPCs
As in most campaigns, NPCs are the lifeblood of PC
roleplaying and interaction. You'll lose players fast if
every encounter is a wandering pit trap. :)
Examples of interesting, local scope NPCs:
- Gangs
- Rivals
- Bullies
- Local villains (i.e. nasty neighbours, scheming council
members, greedy merchants)
- NPCs with petty plots (i.e. feuding families, competing
merchants, rival priests)
- NPCs in the nascent stages of grand plots (i.e. baby
villains, ambitious but inexperienced politicians,
guardsmen with plans to become King some day--just watch
for re-usability and scope creep)
Turn The Tables
What happens if the bad guys win? Say the bad guys win the
battle, but not necessarily the war against the PCs and
those whom the PCs represent. Alternatively, say the bad
guys are too powerful to beat. Why do the PCs always have to
be perfectly matched, overpowering, or possible winners of
every encounter?
Note that this doesn't have to mean total party kill either.
It means the foes have established a solid defense, and the
player characters must either make it a goal to improve and
then return, or they have to think hard, pool their
resources, and plan well.
How cool would it be to have the group striving for several
sessions to build up an advantage over a despised foe and
then return, demanding a rematch. How dramatic. How
climactic!
In standard campaigns, when the foes win, it can throw a
wrench into a GM's plans. In a local campaign, this is a
tremendous opportunity. It means you can re-use the bad guys
and their locations. They might become recurring villains, a
background menace, or seeds for future spin-off adventures.
For example, in my upcoming campaign the PCs will discover
an abandoned mine filled with critters. If the PCs clear the
place out, then they've won and the community is safe once
again. But, if the critters repulse the PCs, perhaps through
superior firepower or tactics, then they'll fortify and
entrench so that they're even harder to tackle next time. In
this case, it's likely they're not going away any time soon,
and I can turn the mines into a community and a hex on the
map to watch out for. I can envision re-using such a
community in many ways over the course of the campaign.
Ownership
Let the players and their characters invest in the
community. Investment = interest. Give the PCs property,
titles, responsibilities, dependents, leadership, and any
non-mobile, non-transferable benefits you can think of as
rewards for successful game play.
Let the players create game elements for you--and be sure to
include them in future sessions. Encourage the players to
map out their lodgings, flesh out their relationship trees,
write histories, and contribute to the campaign's design.
Details almost always spawn ideas. The more details that you
can invent or receive from the players, the more material
you'll have to work with when planning local scope plots and
encounters.
Local Wonders & Shadowy Areas
The unknown is a powerful, exciting element in any campaign.
A challenge with local area campaigns is that it's much
easier for the PCs to eventually look under every rock,
check into every corner, and catalogue every hex of the
campaign area. If the wonder disappears, so too does player
interest.
Fortunately, you can inject the unknown into a local area on
an ongoing basis to rejuvenate the sense of wonder and
mystery:
- Myths and legends. Create stories of myths and legends
that locals tell and re-tell. Infuse the stories with
elements that add wonder and shadowy areas to formerly
"boring" campaign areas.
- Inexplicable elements
- Contradictions
- Loose threads ("No one ever knew what happened to the
sword after that battle...")
- The threat of a return
- Includes a bit of prophecy
- Casts doubt on normalcy ("The quarry is now haunted...")
- Local wonders. Similar to the Seven Wonders of the World,
create various local wonders and infuse local myths and
legends with their presence.
- A previously explored area changes in a weird way. The PCs
now have an opportunity to return and explore anew. A great
trick to do this is to pick a monster or NPC's special
ability and design its effects and consequences on a place,
then just describe what locals sense and speculate about the
situation.
For example, if a monster decides to make a part of the
forest its new territory, and one if one of its special
powers is continual darkness, then you can have the locals
whispering about how the favourite fishing hole is now a
place of terror, where "the light cannot pierce the evil,"
and strange sounds drive everyone away in fear.
- NPC secrets. This is effective especially if the secrets
are hooks or integral parts of plot elements.
- Magic. Magic items and spells, and their use by NPCs and
foes, leave great bread crumbs for the PCs to pick up and
puzzle over. For example, a local mage with teleport might
live in a place that is completely inaccessible by means
other than teleport. The PCs will get very curious about the
location and contents of the NPC's home. "No one knows where
he lives. He owns no property, he is never seen entering or
leaving the village, and he is not staying with anyone in
the community. He's just 'around' and is often met with a
different book in his hands each time..."
Traditional Conflicts Brought To Individual Levels
Certain conflicts supply great fodder for roleplaying and
adventure. The trick when running a local campaign is to put
a local face to these conflicts.
- Religion versus State. Instead of a plot thread being The
Church against The King, make it the local priest versus the
local lord.
- Wealth and resource management. Scarcity is a fact of
life. There's never enough to go around, so NPCs will want
to compete for it.
First, determine what sources of wealth are present in your
campaign.
- Land
- Farming and herding produce
- Business revenues
- Competitions and contests
- Inheritance
Second, decide who has control and benefits from the sources
of wealth.
Finally, decide which NPCs want more wealth, who they'll
target or compete against, and what they do to get the
wealth.
- A merchant opens a competing business
- Two farmers feud over land borders
- Neighbours vie for mayoral favour
- County fair contests, rivalries, and plots
- A younger son plots against his brother for right of
inheritance
- Prestige and reputation. Community members will compete
and fret over public image and influence, regardless of
whether the public actually cares or not.
- Two parties are announced for the same night. Who will
attend one over the other?
- Rival clubs compete for membership or prestige
- Neighbours compete for most notable home
* * *
Local campaigns are ones where the majority of the stories
and adventures take place within a small area that the PCs
rarely leave. The rewards of running an ongoing local
campaign are increased depth in game elements and
storytelling as NPCs, events, and locations become familiar
and highly detailed through repeated exposure. As the
details grow, so too does the game material pool from which
you can draw many possibilities and ideas for encounters and
adventures.
Local campaigns are challenged by scope creep, short-term
planning, and a loss of mystery. These challenges can be
overcome though, through longer-term thinking during game
element design, ongoing renewal of wonder and recreation of
the unknown, and keeping conflicts down to individual, NPC
levels.
As always, comments and thoughts on tips and topics are
welcome and appreciated!
-- Johnn
Return to Contents
The Roleplaying Tips GM Encyclopedia
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Return to Contents
Readers' Tips Of The Week:
- Workaholic GMs: Try A One-On-One Campaign
From: Kalle Kärkkäinen
Hi Johnn!
I'm a long time reader, and yet this is my first post. I've
been playing for some 14 years now. And believe me, I know
burnout!
I faced this burnout issue last couple of months back, but
it really started earlier. Now, I might be a special case in
this one as my preferences have been different from the
crowd's, so let me tell you a bit about the past.
I started playing with only one player and that is an
addictive thing. My player and I were able to discuss and go
further in the campaign world than in any multiplayer campaign
I've been in.
This is logical, considering that with one player every
moment of the game is about him. The disbelief is easily
suspended as the game is carried by both the player (who is
not tied in the way that he would be were there more
players) and the gamemaster (who can feed on the ideas given
by the player more than in a crowd). And, as there is the
freedom of only one PC, no issues about interparty
relationships occur. Simply put: it's the best gaming ever.
And that is the 'golden childhood memory' I go back to. I
started out with fairly realistic rule systems too.
My problems started as I was asked to run a game with D20. I
soon got nice ideas and worked long and hard to get my
bearings right in Fearun. The game started and everybody
enjoyed.
Now, successful campaigns have been those where the amount
of work and preparation has been the minimum. When I noted I
was writing a 40 page document about campaign NPCs, I
started to feel the tingling sensation of burnout. It
started to feel like work. I usually start and end the
campaign pretty much with nothing but scrap paper, and I
usually do not write campaign documents or prepare maps or
anything.
I noted that when I game mastered totally without rules it
helped. I noted when I went back to the earlier rule systems
and worlds it helped twice as much. And the final thing I
noted was when I started playing with just one player.
For burnout, one-player games are great. They take the load
off. So much less work is needed for just one character as
it is easier to understand his agenda and motives and to
guide the character into more fruitful directions. And the
drama is ever so great! It takes great NPCs, but what game
doesn't? Puts the fun back.
Of course, this is not for everyone. But if you are all
burnt by game mastering and if you still want to GM, you are
probably looking for a solution. Try this one. Worked for me
twice over.
Maybe the bigger thing is to go back to the things you've
liked. For me it's Glorantha with RQ or Harn. And only one
player.
Return to Contents
- Weather Resource
From: The Wanderer
I noticed in issue #138 that somebody wanted a historical
weather information source. They might want to look at:
http://www.weatherunderground.com
Return to Contents
- Homemade Figs Using Beads & Doweling
From: Jason Walker
If you are like me, you are a poor college student trying to
run a game on a budget. You don't have money for miniatures
for every NPC and monster in every encounter. You don't have
any pocket change to use as minis since you are constantly
feeding the soda machine. And those little glass beads you
used when you played Magic are always getting lost in the
bottom of your couch. Not to mention the (players') agony
when you confuse which of your six-sided die represents the
kobold with a 10' pole and which represents a fire-breathing
dragon.
Not to worry though, with some uncorrugated cardboard (that
stuff cereal boxes are made of works fine), a few dowels,
some glue, and those beads with holes in them that you made
bracelets from for your high school sweetheart, you can
create miniatures you can reuse and still not confuse.
Cut a dowel about as long as needed to fit 3-6 of those
little beads on it. Glue one end of the dowel upright on a
1" square piece of cardboard. Voila! Stack whatever combos
of beads you want on the dowel to designate different
combatants.
Return to Contents
- Paper Minis Source
From: Steve Z.
Go to Cumberland Games and try the Sparks Free-for-all set
out. Sparks are black and white minis that are a font for
your word processing program. You change the height of the
type to size them, type them out, and print them. Need a
hundred orcs? Just print out orcs and there you go! You
still need to color them, either with markers or a paint
program, but I have found them invaluable in my games!
http://www222.pair.com/sjohn/sparks.htm
Return to Contents
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