Campaign Design Principles

I hate the word "campaign" because it helps to perpetuate wargaming roots of roleplaying and all of the assumptions that come with it. The term suggests a focus on violence and always striving toward some ultimate goal. I'll concede to its common usage, an ongoing series of adventures set in the same world with the same players and characters. If only there were a different term for such endeavors, one that didn't carry the militaristic connotations found in television, novels, and films...

Every time I attempt to use "series" instead, someone invariably responds with, "You mean campaign, right?" So, begrudgingly, I acquiesce.

When I dissect campaign design, you'll find it boils down to two key components: a setting that provides characters with things to do and motivations to do them. That's it. Whether you opt for a sandbox approach or prefer the structured framework of a three-act storyline, the fundamentals remain the same.

Personally, I lean toward crafting a larger narrative. Breaking the campaign into three distinct "acts": discovering and understanding with a problem, embarking on a quest for its solution, and resolving the issue while tying up loose ends. Each of these phases presents opportunities to create adventures that move the story forward and maintain momentum.

Having this understanding in place streamlines the process and minimizes preparation time for me. With a clear direction established, tyou can navigate with confidence, and players can more easily integrate their characters into the unfolding narrative.

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