Campaign organisation [Archive] - Wizards Community

Post/Author/DateTimePost
Carai_al_Caldazar

07-26-06, 05:33 AM
I'm wondering.. what does you campaign look like, I mean storywise??? Currently I'm running a campaign in the Swordcoast/ Western Heartlands (Faerun), the char's are about lvl5.

The campaign I'm running has about 4 layers:
The 1st layer is the main storyline which will take about 18/20 lvls to finish. The sites of importance are situated allover the two countries and has them running from right to left and back again.
The 2nd layer are adventures which take about 4/5 lvls to finish (fg investigate the recent attacks on tradecaravans around a city, with a backstory).
The 3rd layer is a single lvl adventure, which usually take 1 day of playing (discover the hideout of a band of Orcs and report back).
And the 4th layer (which isn't a real layer, but to give a bit of diversity) are random encounters. Some monsters, band of orcs/ogres, flying Kir-Lanans, etc....

So how do you organise you campaign??
rjjr71

07-26-06, 06:15 PM
Very much the same way as you laid out- an overall story idea with smaller 'plotlines' that make up the larger campaign story. I try to avoid the 'video game' situation (ok, beat the baddies on this level, kill the BBEG, and move on to a harder 'level').

Something I do is make a 'map' or 'web' so that the plot stays flexible and organic. I plan key events that will stand alone and events that will depend upon the party's actions. Sorta like a flowchart with 'if/then' logic. That helps me connect the events of the game to the larger plot (it helps if you're a visual learner as well, like me). I guess it would be taking the 'layers' you use and actually drawing them out and connecting them with lines, with several plot hooks and options that branch from the major events.

Good thread idea. I'm curious to read other responses.
Eriel Shadowcaste

07-26-06, 06:38 PM
Well it's about 2 years since I ran a campaign or posted here but since I'm starting up again I'll see if I can get my head round organising a campaign again...

Before I took my "time out" I would have the campaign set out in much the same was as you said. There'd be a "big story" which the PCs were part of. A couple of smaller adventures that would maybe put them up a level here or there and plenty of random encounters. I generally had a pretty rigid idea of how I wanted the main plot to go (which my PCs at the time didn't mind, though I didn't force them to do anything)

This time around I'm thinking of doing it in a much more free way. I'm going to think up three or four BBEGs and at the start of the campaign have the PCs come into contact with low level minions of each BBEG. They may not realise at first that these are anything more than plain bandits (or whatever) but there will be hooks in each encounter that the players will hopefully be able to put together. I'll then let them follow whatever leads they want and develop along that plot line.
I think that it would then be interesting that while they fight their way to one of the BBEGs, one of the other ones is still putting his plan into action. After all, he doesn't know the PCs exist and no-one has tried to stop him. This could then lead to some tricky situations later on campaign. i.e. They've been fighting the minions of demon and as they are getting within reach of the head demon they here news that a Necromancer (that they may or may not have found out about) starting to cause trouble with large amounts of Undead. He's over-running villages, killing innocents to expand his Undead army etc. Hopefully a situation like this would give a nice dilemma for the PCs. Do they continue trying to get the demon now that they are so close, or do they go help they people who are being attack? Do they have time for both before too many die?
I think something like that would be interesting for both the players and myself. If they handle it correctly they would have great rewards, if they don't then I wouldn't punish them (unless they deserve it for whatever reason) but they may feel responsible and this could lead to a quest where they strive to put things right.

Hmmm... I think I got a bit sidetracked in the second half of that post, sorry :P
Discordant_Derision

07-26-06, 07:03 PM
Whenever I can get back to gaming, the campaign I have planned involves two major storylines, with numerous smaller ones interwoven. Both plotlines are mostly interdependent, but will probably have some crossover. Most of the smaller plotlines will eventually link back to one of the main plotlines. What I'm really gonna have fun with is all the smaller clues that they'll probably overlook over the sessions, but will all make sense when it ends.
Carai_al_Caldazar

07-27-06, 04:07 AM
What I'm really gonna have fun with is all the smaller clues that they'll probably overlook over the sessions, but will all make sense when it ends.

I love that.. Leave clues and have worked up about it, but it doesn't happen until another 5 sessions, or maybe not at all... NPC's who pop up at several locations... stuff like that
One of my PC is starting to get paranoid, weary of everything strange. (Well he should be... having assassins tailing him :D )

Usually I have them make a Gather Info-check in every city or town. Depending on the check result, place and circumstances they can get some information about something which might end up in a storyline (depends on their choices). Once they were all enthusiastic about something I made up on the spot... Long live improvisation :cheer:

I generally had a pretty rigid idea of how I wanted the main plot to go (which my PCs at the time didn't mind, though I didn't force them to do anything)
I have given them a few borders (plotlines) within they have to play, but within those borders they can do whatever they want.


Good thread idea. I'm curious to read other responses.
Thnx... So am I.. I like storydeveloping, intrigue, proficies, battle, RP, puzzles and bit of evil DM'ing :D
galadriel

07-27-06, 05:30 AM
I mostly let the story lead me as much as the characters....

I love a great story, so that is where I start. I make up the story, then get the right setting for it (what world, what part of that world et cetera).

This ususaly means that I don't get to the nitty gritty planning of what foe's they'll fight and what dungeons they'll encounter untill my characters get to that part of the story. I've found out that most things that you've thougth up before, you can quite easy adjust the EL at the last moment.

So really the only time I really worry about XP and treasure and stuff is the preparing of an actual session. Allthough this has the setback that some treasure or foe is sometimes essential for the story, and won't be the right 'level' anymore when you get to this.

The good thing is for me, that this gives my players a lot of freedom, without ruining my fun. Also tho good thing is for me that you can really make it an event based adventure: the players set the pace.

The bad thing is that i'm not in total control over what exactly will happen in one session. Sometimes it happens that my players get an almost totally 'story' session, with much roleplaying and puzzling, but little action. This is where the random encounters come in!

The opposite also happens (sessions packed totally full of encounters) but the players really hardly seem to mind ;-) Allthough it sometimes leads to quite bad situations, where they take on the Big Baddy just after two other figthts....