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The Macro-Adventure: Part 2

Workshop 5

Adventures Within the Campaign 2. Setting


Go through the areas they are going to frequent
so they are established in the players’ minds. Get
Campaign Play them involved by taking the characters there. Invest
Campaign play should go as follows: a lot of time and effort now in description. You’ll
know a lot more than they will. You’ll have it later.
1. Campaign introduction You then give them a reason to get there. And
Get your characters together. It should be like the return. Plant the seeds of adventures here — early.
starting shows of a television series or the beginning If you have a fireplace in the tavern and there’s
of a movie. You need to present the “Campaign something special about it later, they need to have
Characteristics.” it planted early — so they can have “clues” of what
will happen to them.
Ideally, you will be able to play out the way the
characters meet. They need to be tied in early to 3. Introduce characters
the campaign theme. Begin introducing your major characters. Your
characters will then have access to people who know
Some will be made when you create the characters’ what is going on instead of you, as the Game Master,
backgrounds and they are part of “History.” They having to hand pieces of paper to them. Who wants
will already be tied in. Some will be dragged in. to stop playing to “read” information? Bars, town
Some will be swept in. They don’t know why they squares, libraries, guilds, and even marketplaces are
are dragged in at first. Let them discover it. good places to meet major characters.

Example: Princess Leia is part of being “part of Don’t go overboard on descriptions of major NPCs
history.” Luke and Hans are dragged in. New and skimpy on lesser NPCs. Your players will notice.
characters, such as Lando, will also be dragged in. Don’t give them big clues. Give lush enough
description to give them flavor, but not so much
Build the idea that things are changing. Let them that the players are hit over the head.
know that there are things happening that they
have no control over when they start. The player Manipulate your player characters through your
characters should know they have to choose non-player characters by emotion. Let them think
between going with the flow, try to change it, the actions taken are entirely their idea. If you try
or even try to stop it. to push your player characters, they will always go
the other way just because you are trying to force
them to do something.

Game Master Workshop Series


Don’t bring in major allies / villains at this stage. Middle Campaign
Let them deal with each one’s lackeys — distant (1 year or less)
non-player characters make the player characters By this time, you have a mature group of player
feel like they are not important enough to know characters that are ready to face mature challenges.
the major allies and villains. The minor players work Characters tend to grow slower as they mature.
as links to the major boys. Later, they will meet the
major allies and villains face-to-face. Now is not the Power level for characters isn’t as important as being
time. It will ruin the campaign because . . . where do integrated as part of the group (new non-player
you go up from there? Let them slowly work their characters or player characters). You may need to
way up to the attention of the big boys through focus on the new member for a while to bring him
the lower channels. Let lesser non-player characters up in level that is somewhat equal to the established
bring the player characters to the notice of the more player characters. Make this person and experience
important non-player characters and build the most important in a few adventures. Same as a
experience before meeting the big boys. new character as an old player.

Build adventures around lesser non-player Build on what you’ve done before. Items you’ve
characters. If the player characters get an emotional developed before start having meaning here.
tie to a non-player character, use him. Don’t discard Non-player characters seeking revenge should start
him. Give them non-player characters early. The here. Let the consequences of their past actions
main goal at this point is to let the player characters come back to haunt them.
create a niche for themselves. At first, give them a. Start to have “crisis points.” This happens
different locations at different locals and describe in conjunction with the major theme. Decisions
the setting. Create people, places and things the must be made. Characters can no longer be
characters will care about and want to defend. unaffected by things happening around them.
Give them reasons to care. They have to take a stand.
b. Players begin to see progress and minor
4. Major conflicts victories against major villains. You need to
Major conflicts should loom on the horizon. move toward their personal goals. The players
Give them changes and ability to ask “why” these must feel their characters are changing /
changes are occurring. Let their surroundings / life growing or they will lose emotional attachment
begin to be changed by the major conflicts around with their player characters and then interest in
them. their characters.
c. Non-player characters start noticing the things
Early Campaign the player characters have done. Rewards and
(4-5 months after starting game) recognition come into play. Have villains
After establishing characters, relationships and working through lackeys to retaliate.
getting your players interested let the characters d. Let the details slide once the player characters
build — financial base and experience base. Get have established a routine. These details are not
friends. Build a power base. as important.
● Locate and obtain magic, spells, and allies. e. Give the player characters something to protect
● Build a sense that there is more to obtain and declare theirs. Now, this causes more
than what they have. problems. They will work harder to protect it.
● Side adventures / sub-themes. Get a feel for the f. Player characters need to create new goals that
players (or for the Game Master). relate to the main theme. Also, these new goals
should fit in the opportunities that have
originated from the campaign that have
nothing to do with theme. Also, goals will come
from their experiences.
g. Game Master must handle a cycle of goals 2. Landscape
being achieved and made. The player Changes in landscape can result from volcanoes,
characters must stretch and work toward their raising islands, sinking existing land masses, fire,
goals. Then, when accomplished, they make floods, etc.
new ones.
3. Social structure
Older Campaign You can raise / lower the player characters through
a. Characters only die heroically or because their actions and the influences of things not under
of severely bad judgment. their control.
b. Player characters are used to working together.
c. Campaign flow has hit the rapids -- main 4. Biological
theme. Player characters must be challenged Major fauna / flora changes.
by this conflict. Harder to accomplish and more
consequences to actions. Levels change more 5. Ecological Disasters
slowly at these levels. If you kill all the dragons, what does that do to the
d. They start obtaining major goals. Characters world around you?
are established as part of their society. They are
the center of attention. 6. Time
e. More focus on campaign history. The more Move the player characters 200 years forward or
“past” you have, the more “past” you have to backward.
deal with. Also have “upstarts” to deal with.
f. Now, major decisions are made. Things bog 7. Technology
down . . . they are getting tough. You can move up or down on this.

8. People Missing / Arriving


Changing Campaign Directions (Major) This can be non-player characters or player
1. Characters fortunes characters. This might be one person, a series of
Changes in the characters’ fortunes is not always people or even an entire town’s population being
good for them. Fortunes include money, items, affected.
physical damage, etc. It may be a gain of fortune
or a loss in fortune. If a gain, ask yourself who else 9. Make the Player Characters Outcasts
might want it? If it is something that can be This can be done in a variety of ways. Make them
exchanged for money, the poor will want their share. appear as villains / criminals. Perhaps even socially
unacceptable.
The middle class will want you to act as if you have
gained and are now part of the upper class. The 10. Romance
upper class wants to take it from you and ostracize Again, this works best between a player character
you. If a loss, you must have a justification for this. and a non-player character. If your player characters
are willing to spark the romance between
Work it into the game. For power gain / loss you themselves, let them.
can include magical items, technological items,
attributes, physical abilities / disabilities, and
political upheavals (such as an overthrow of
the current government).
Kill the Campaign
You only want to kill the campaign only if you are sure
the players agree.

Is the campaign worth saving? Ask your players.

Have you done everything you can to save it? You can
always set is aside for a while and come back to it later.
If you are going to take it out . . . do it with a BANG!

1. Tie up ALL plot lines.

2. Kill off ALL main villains. Deal with them


completely and finally.

3. Give ALL characters glorious deaths!


a. Make them feel they have not died in vain.
b. Take them to “Valhalla.” Let them be on the right
hand of their god(s)! Let them attend their own
funerals.
c. A great death is what they can talk about for years.

4. Lay waste to the whole world.

This paper is a written record of the “Game Master Workshop Series” presented by Guy McLimore and Greg K. Poehlein, creators
of Star Trek: The Roleplaying Game. This workshop was held at GenCon in 1993. There are eight pieces to this series.

This account was made by Laura Rajsic-Lanier (lauralanier@comcast.net). She makes no claims to the material presented herein.

Game Master Workshop Series

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