Roleplaying Tips Weekly E-Zine Issue #341
Idea Seeds: A Campaign Design Method
Contents:
This Week's Tips Summarized
Idea Seeds: A Campaign Design Method
- Application Of Technique: Off-The-Cuff Campaigns
- Extending The Technique - Towns & Other Communities
- Extending The Technique - NPCs
- Extending The Technique - Reward
Readers' Tips Summarized
- Rumors Tips
From: Yonni Mendes
- Encounter Prep
From: John Eikenberry
D&D: Fiendish Codex II: Tyrants of the Nine Hells
Fell Legions and Insidious Plots. Through subtle plotting
and brutal aggression, the forces of the Nine Hells seek to
corrupt or dominate all who stand against them. These
fiends, as ancient and terrible as any in the multiverse,
forge armies out of the souls of the wicked and use them to
enforce their iron rule. Can your adventurers stand against
the might and tyranny of the Nine Hells?
This supplement for the D&D game presents the definitive
treatise on devils and their malefic home. Along with
information about the physiology, psychology, society, and
schemes of the devils themselves, you'll find feats, spells,
items, and tactics commonly employed by these infernal
creatures and those who oppose them. This book also provides
detailed information on various devils, archdevils, and the
layers of the Nine Hells.
D&D: Fiendish Codex II: Tyrants of the Nine Hells at RPG Shop
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A Brief Word From Johnn
Temple of Elemental Evil Waxes Strong
Over the holidays and early this month my group had a chance
to delve further into our Temple of Elemental Evil campaign.
We even managed to claw our way out of real life for 14
hours one day to game. In the last couple of sessions, the
various factions have revealed themselves. The Temple is
attempting to recruit the powerful creatures in the area,
such as a black dragon and some special ogres. If the Temple
can't recruit the creatures, it uses cunning words and deeds
to set the monsters upon the PCs and the village the PCs are
based in.
The Temple has also renamed itself the School of Elemental
Enlightenment, and has approached various settlements in the
region to spread its teachings and "enlightened" ways. It
seems the tactic is working, for the Temple has made allies
of the gnomes and elves, with the dwarves soon to reach an
accord as well. It looks grim for the agents of good who see
the Temple gaining more power and influence each day.
The heroes are currently hunting down the black dragon,
which has attacked their village and destroyed the inn. They
seek to eliminate a powerful ally of the Temple and make the
area safer for their friends and stored possessions. :) A
big battle with the dragon should be coming up, possibly
next session. If they are victorious, the PCs will likely
drive on to assault the Temple directly. Interesting times
are ahead!
Reader Has A Question About GM Mastery: Adventure
Essentials: Holidays
A reader wrote in with this question about my new ebook:
I do not really understand the point of this manual. Is it
to help to play during player's holidays (vacation) or is it
to help to introduce the notion of holiday (vacation) and
take profit of it in a character's life (in the world's game)
CM
In case you were wondering the same thing, here was my
answer to CM:
GM Mastery: Adventure Essentials: Holidays is about
creating
fantasy holidays for your games and playing
them out as
adventures. Thanks for asking!
More information here:
GM Mastery: Adventure Essentials: Holidays at RPG Objects
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Hero Games: The Ultimate Mentalist - USD $26.99
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HERO System's rules for mental and psychic abilities. It
includes expanded discussion of the Mental Powers; new and
optional rules, rules expansions, and rules variants for
psionics; advice for creating, running, and GMing
mentalists; special rules for Mental Combat; sample
mentalist powers and abilities; and more.
Hero Games: The Ultimate Mentalist at RPG Shop
Return to Contents
Idea Seeds: A Campaign Design Method
A guest article by Mike Bourke
There are a lot of techniques for campaign design and
construction out there. I've offered several in past issues
of Roleplaying Tips. This is yet another one - a variation
on some of the previous ideas. What makes this technique
different is it lets the subconscious desires of the GM
flavour the campaign directly over time, through the
process, so the campaign more closely resembles what the GM
wants to run - whether he realizes it or not.
This one builds on two core components: idea seeds and
process iterations:
Idea Seeds
The GM starts with a clean sheet of paper (or better yet,
word processor document) and writes down a number of one-
word nouns. These words are the idea seeds from which the
campaign design will evolve, like mighty trees emerging from
a small acorn.
Process Iteration
Small, simple steps performed repeatedly make light work of
large tasks. There might be more powerful tools out there for
developing ideas, but this is one of the easiest.
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Phase 1 - The Idea Seeds Sprout
Follow these steps to craft the idea seeds:
- List three to twelve nouns on the page. These should be
words you expect to have significance in the new campaign.
For example:
- king
- goblin
- sorcerer
- war
- assassin
- Add a single adjective to each word, before or after as
you see fit.
- For example:
- frozen king
- heroic goblin
- sorcerer vile
- war melancholy
- assassin guild
To spur your creativity, write adjectives on separate scraps
of paper and draw them at random, rejecting a combination
only if there is no way the pair could go together.
- Add necessary adverbs and linking words so each item is
the start of a proper sentence:
- The frozen king
- A heroic goblin
- A sorcerer vile
- The war against melancholy
- The assassin guild
- Pick two or three of these and pluralize them:
- The wars against melancholy
- The assassins' guild
- Pick half of the results and tag them as referring to the
campaign's past and the other half referring to the campaign present.
- The frozen king (past)
- A heroic goblin (past)
- A sorcerer vile (now)
- The wars against melancholy (now)
- The assassins' guild (now)
- Complete the sentences appropriately. Think of them as
summaries of a status report by an intelligence advisor. Try
to make them event oriented, as well.
- The Frozen King awaited release from his icy grave.
- A heroic goblin slew the great beast and claimed dominion.
- A sorcerer vile demands the slaves be freed.
- The wars against melancholy fair poorly in the Western
Wasteland.
- The Assassins' Guild awaits their commission.
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Phase 2 - The Saplings Grow
Now the fun starts. Do exactly the same thing again, but
each time you complete a new sentence, append it to a
previous one of your choosing.
Continue until you have twenty to thirty separate items.
Build up the story, one sentence at a time. This not only
creates new ideas, it forces the evolution of new ones. By
the time you have started this phase of the process, the
initial sentences should already be sparking ideas and
interpretations.
With some statements, you might have no idea how they are
going to fit in. That's okay, these won't go anywhere and
will ultimately be discarded.
Also, look for ways to connect one statement with another.
If necessary, change what you've already got.
The statements generated above, for example, suggest a
number of things to me:
"A heroic goblin slew the great beast and claimed dominion,"
suggests goblins have somehow conquered everything, perhaps
by seizing control of a dragon's hoard.
"A sorcerer vile demands the slaves be freed" implies a
brewing slave revolt.
"The Frozen King awaited release from his icy grave" might
be talking about necromancy, or it might be that the
rightful ruler of these parts had been frozen and his body
hidden in a glacier somewhere. Or both.
Right away, we have the makings of a number of campaigns -
perhaps the party are to be goblins and quislings, seeking
to maintain the status quo by putting down the rebellion. Or
perhaps they are to be escaped slaves who are to join the
rebellion, and the ultimate goal of the campaign is the
overthrow of the heroic goblin (or his successor). Perhaps
it's more of a P.O.W. campaign in which the PCs primary goal
is just to stay out of goblin hands, and in which all the
other adventures are side issues. Maybe the goblins are good
and enlightened rulers who permit their nominal "slaves" a
great deal of freedom, a sort of blend of the first two
interpretations.
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Phase 3 - The Canopy
Trees without leaves are just bare bones. When you have
enough ideas, take each one and rewrite it from start to
finish, attempting to flesh it out with all the ancillary
information - who, what, when, where, why, and how.
As you finish each one, attempt to jot down several
adventure ideas for the PCs, again as one-sentence
statements.
"The PCs must overcome the ice hydra that guards the Frozen
King."
"The party encounters the sorcerer vile and finds he is
not what he appears to be."
If there is a question or implication of the sentences, this
is the time to explore it.
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Phase 4 - Pruning
One advantage of having so many ideas is you can happily
discard those that don't fit and just retain those elements
that are useful. "The War against Melancholy goes poorly in
the Western Wasteland" sounds good, but most of the ideas it
generates in my mind are insipid. This would mean it got
little or no expansion in phase 2 and was ignored in phase
3. Now is the time to dump it, and retain only the useful
idea - a Western Wasteland, some sort of badlands or desert
region.
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Phase 5 - Seeing The Forest Instead Of The Trees
When you have finished all of this it's time to get a rough
idea of the campaign topology. Just from our initial ideas,
we have a Western Wasteland, a frozen (arctic) region, a
power base for the goblins, a former dragon's lair, the
remnants of the former kingdom -fortresses, cities (perhaps
laid to waste by the Dragon), and so on - all manner of
landmarks. It's time to do a rough map of the campaign area.
Check each statement in your idea write-ups to ensure
consistency.
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Phase 6 - Run Through The Jungle
Finally, take your scenario ideas and rank them in order of
difficulty and emotional appeal. Fiddle with the list if any
would be disrupted by the outcome of an earlier idea. If an
idea suggests itself, throw in a plot twist that enables the
scenario to proceed in order, despite the earlier events.
For example, it would be difficult to have a scenario
involving a mission for the goblin king after the PCs have
overthrown him; you have to move the overthrow to later in
the campaign structure and toughen it up, or you have to
throw some twist into the outcome of the earlier scenario.
Perhaps the goblin king escapes or is exiled instead of
being killed, and is then forced to call upon his greatest
enemies, despite his animosity toward them. Emotional appeal
suggests the first solution - but perhaps you have an even
bigger climax in mind in which the overthrow of the goblin
king is only a stepping stone.
Keep in mind you can't force a future outcome. The PCs
should dictate the course of gameplay. You can, however,
anticipate and plan accordingly, and revise as the campaign
matures.
It is also worthwhile trying to identify any themes that are
suggested, trying to encapsulate them in a single pithy
statement or two.
By the time you have finished this process - and it need
only take an hour or two - you are ready to start writing
scenarios and rolling up player characters.
A Few Idea Seeds Design Tips And Ideas
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1. Application Of Technique: Off-The-Cuff Campaigns
I've had great success with off-the-cuff campaigns. One has
run for more than 25 years, another is currently in its 9th
year, and still another is 8 years old. The idea seeds
technique works for off-the-cuff campaigns because you can
do lots of the work after play has started!
For example, with just the initial ideas - which took all of
ten minutes to devise - I could run an "escape from the
goblins" scenario, perhaps ending at a cliffhanger as a
voice from the darkness calls, "Throw down your weapons -
you're surrounded!" I can then decide in the gap between
sessions who the voice is - agents of the "sorcerer vile"
perhaps, or maybe the PCs have blundered into the hiding
place of the 'Red Guild' -whatever that is - and fill in
their back story.
This sort of "mosaic" campaign design has the huge advantage
of minimising advance work, a huge time-saving for the busy
referee, but it relies heavily on the GM's ability to
improvise.
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2. Extending The Technique - Towns & Other Communities
You can put the same technique to use in a number of other
areas. Since these uses are generally smaller and less
important than the whole campaign, you can get away with
fewer ideas.
Three ideas are ample to generate a small town - I generally
use the dominant terrain for one, a prominent citizen for a
second, and something the town takes civic pride in as the
third. Instead of generating scenario ideas, I'm looking for
encounters. Building the list along these lines permits the
generation of a small, unique town in no time flat: "Little
Morton, the cleanest community west of the Pichanto Marshes,
home of the annual Strawberry Festival".
Cleanest community can have all sorts of meanings, from the
obvious physical fact to the cultural (20 lashes for
swearing) to the business (bars serve only goat milk and
must close an hour after sunset). Throw in an enchanted
still in someone's basement and the Strawberry Festival can
get well and truly out of hand just in time for the PCs to
visit - or perhaps the festival is the only time the town
permits alcohol to be served (strawberry daiquiris anyone?)
Cities tend to be larger, and frequently are home to power
struggles of various types and other contradictory drives.
Perhaps the shabbiest part of town is also the richest
because hoarding is a way of life here (an idea described to
great effect in "The Revenge Of Anthalus" by David Eddings).
Use five or six ideas for a city, six to ten for the capital.
Guard towers and garrisons and the like only need three or
four ideas, the same as a small town. Here the emphasis is
on the threat that the landmark exists to repel, the
geography, and the attitude of the commander. My fourth idea
is usually related to how the outpost is supplied - and how
often.
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3. Extending The Technique - NPCs
You also use this method to give yourself a basic
description of NPCs. Three to four ideas again suffice. I
choose from personality, ambition, appearance, dress, and
occupation. If you want, you can do each of these, though
it's generally better to work from three, prune one if
necessary, and decide the rest based on the concept given -
simply for consistency.
It has been suggested to me that basing the number of
attributes examined in this way on the intelligence of the
character is more realistic. Hobbies, politics, history,
family, relationships, and crimes can all be added to the
list of attributes if you want. This has the advantage of
giving intelligent NPCs more complex personalities, while
the village idiot gets only one or two dominant
characteristics - more might be wasted on such a one-
dimensional character.
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4. Extending The Technique - Rewards
Using the same technique can be useful when it comes to
hoards and treasures and other rewards and can add lots of
colour and uniqueness to the goodies you hand out. Perhaps
instead of ioun stones you hand out enchanted butterflies
which perpetually flap around the character's head, or a box
kite of flying, or a stairway of slipperiness, or a lyre of
stone giant strength. It might be a password into a rival's
computer system, a gift card instead of a financial reward,
or being listed as a government contractor with an unusual
department (a false identity), or...well, you get the idea.
The advantages to generating rewards this way is the themes
of the encounter and its locale can be incorporated;
treasures tend to be more consistent in nature with each
other and with the encounter situation that leads to the
reward, and the uniqueness of the reward makes things more
interesting in and of itself.
Which sounds more interesting to you: $10,000 or a Platinum
Gi-mex Trading Card with $10,000 credit? Linking the rewards
to the situation helps maintain the realism of both the
encounters and the campaign as a whole. And besides, it's
fun!
* * *
That's not the end of the utility of this simple technique.
I have also used it to generate battle strategies, emplace
dungeon traps, design monster encounters, invent ecologies,
devise weather patterns, concoct alien societies, and create
themed dungeons. You name it. Whatever you need, this
technique will help you design it.
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Complete Spell Cards - Updated
All the spells from the 3.5 System Reference Document in
easy to use Spell Card format.
Ten PDFs in one ZIP (4.48 MB total):
- Introduction (26 pages)
- Bard (40 pages, 164 spells)
- Cleric (70 pages, 304 spells)
- Druid (40 pages, 169 spells)
- Paladin (12 pages, 45 spells)
- Ranger (14 pages, 51 spells)
- Sorcerer / Wizard (86 pages, 374 spells)
- Assassin (10 pages, 31 spells)
- Blackguard (8 pages, 26 spells)
- Adept (NEW! - 16 pages, 63 spells)
Complete Spell Cards - Updated at RPG Now
Readers' Tips Of The Week:
1. Rumors Tips
From: Yonni Mendes
Rumors can serve as excellent plot drivers, especially when
based on players' actions and deeds (or mis-deeds).
For example, I ran a party where the characters were
searching for a batch of magical components. Each component
was represented by a riddle and they went in search of the
answers. One of the riddles they answered incorrectly and
went in search after an object their own imagination
invented: a precious gem called the Dragon's Eye.
After searching throughout the local cities, pounding doors,
and searching every jeweler and tavern for clues for this
non-existent object, I decided to spread a rumor throughout
the local countryside of this Dragon Eye.
Fairly soon, the characters began hearing rumors about a
band of villains that had stolen the Dragon's Iris, a
magical emerald, as big as a man's fist that can transform
its wielder into a mighty dragon.
Figuring they've finally struck luck, the characters set out
in search of the villains, only to be trapped, kidnapped,
and framed for murder by a thieves' guild master and his
cronies who assumed they knew where the gem was. It ended
with the party having to run for their lives with the local
military, police, thieves, assassins, wizards, peasants, and
a few monsters on their tails for hiding the mighty,
legendary item that, up till a month ago, didn't even exist
in anyone's imagination.
Just one rumor on a silly side quest put down the grounds
for an entire campaign. :)
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2. Encounter Prep
From: John Eikenberry
http://www.eikenberry.com/rpg/encounterprep.html
Encounters are sometimes the hardest thing to run smoothly
in a game. I've tried GMing encounters under several
circumstances - with lots of preparation done before hand
and also completely winging it. While doing an encounter off
the cuff can be successful, it usually has a slight feeling
of one-dimensionality. This isn't to say you have to spend
hours prepping a 5 minute encounter the group is going to
have with a barkeep, but it does help with the important
encounters.
I've always found a checklist to be somewhat helpful. Below
is a checklist that I used in one of my campaign worlds.
With some adaptation, I think it can be of use to help setup
some great encounters.
Setting Up For General Encounters
For each encounter:
- Write a brief description of the encounter
- What is the goal of the encounter (i.e. give information
to the players, introduce an NPC)
- In the ideal world, how would you as GM like to see the
encounter go?
- Given the players, what do you expect their reaction to be?
- When would encounter normally occur? (Day or night? Early, late?)
- Look at your master timeline to get a feel for power levels,
weather, and other factors
- Write possible reaction scenarios
- Will the encounter attack immediately without warning?
- Will the encounter challenge the party?
- What will the encounter do if the party does nothing?
- What will the encounter do if the party attacks?
- Write an initial description
- What do the characters see, hear, or smell immediately?
- Write a detailed description of what the characters might
find out, eventually, from this encounter
- Valuables
- Names for key NPCs (i.e. leaders of patrols, intelligent
creatures, gate guards, merchants)
- Notes
- Results of searches
- Be sure to answer the question, why does it do what it does?
- For objects:
- Prepare answers for psychometry analysis
- If magic, be ready for divination of type of magic
- Detailed description
- Special powers (if any)
- For people:
- Initial emotion feeling
- Name
- Clothing
- Weapons
- General attitude
- Mannerisms
- Secrets?
- For places with knowledge of legends & lore (libraries,
sages, etc.) be ready to answer questions on topics of interest to
the players
- NPCs and people heard about
- Objects of interest
- Places
- Events
Setting Up For Combat Encounters
- Generate creature stats and weapons
- Use random_character generator to get base character
or create NPC
- Edit through to get appropriate number
- Choose primary weapons
- Determine what they are carrying with them
- Food, clothing, money, booty from earlier raids
- Special items needed for mission
- Determine how they would use what they are carrying or why
they are carrying the stuff
- If there is a group of NPCs, plan out group tactics
- Missile weapon users will try to stand off at a distance
and fire
- Stronger fighters might try to outflank
- Write down the information and store
Just a note, once you've put the effort into setting up an
encounter, it is tempting to make sure the encounter
happens. Try to avoid this, for the players usually do see
through it and feel like the storyline is pre-ordained.
Instead, if an encounter doesn't happen, save your notes.
Maybe there will be another opportunity later.
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D&D: The Shattered Gates of Slaughtergarde
Explore a Shattered Dungeon with a Dark Secret. Centuries
ago, forces of good and evil collided in a titanic battle at
the mountain fortress of Slaughtergarde. Armies of men,
angels, elves, and dwarves fought and defeated a rampaging
demon horde, banished its demon prince, and tore
Slaughtergarde apart, hurling it back into the Abyss.
However, the destruction of Slaughtergarde was incomplete.
Parts of the fortress were embedded underneath the Valley of
Obelisks, buried for all time. Now, malign forces have found
Slaughtergarde's dark chambers, and they toil ceaselessly to
restore the magic gates that will reconnect Slaughtergarde
to the Abyss. If they aren't stopped, a new demon horde may
emerge from the shattered fortress to rampage across the
world.
The Shattered Gates of Slaughtergarde is the launchpad for a
new D&D campaign. Inside is enough activity to take 1st-
level D&D characters to 7th level, as well as plenty of raw
materials you can use for further exploration. It includes a
64-page adventure book, a 64-page campaign book, a 16-page
players' book, an 8-page illustration booklet, and a double-
sided battle map designed for use with official D&D
Miniatures.
D&D: The Shattered Gates of Slaughtergarde at RPG Shop