Characters

Essentials of Good Campaigns

GameMastery Guide, page 18

Most advice in the section on preparing for a one-shot game applies to campaigns as well—only the scale is different. Below are a few elements to consider.

Setting and Scope

Your campaign world provides the backdrop for all your adventures. Take some time to consider the lay of the land and what it might be like to visit the place—Chapter 6 provides some specific ideas on creating a setting.

The sheer scope of your campaign world can also affect play. You can confine all your adventures to a single country or similar geographic area, or even to a single town or city. The kinds of adventures you can run in such a confined setting, however, will be different than what you can do with a whole continent.

An epic, world-spanning campaign offers an endless variety of adventure sites, while a localized campaign offers a more intimate feel and a strong sense that the characters are part of the world.

Story

Your campaign need not have an overarching storyline, but having one (or more) continuing plots can help tie your adventures together into a continuous narrative, and inspire new ones.

Don’t overdo this element. Your goal isn’t to script your campaign, but rather to explain how and why things happen. Keep the story general, with an eye toward details your characters can notice and perhaps change through their actions. Choose something that can unfold slowly so that the story can move along even when your player characters aren’t actively involved in it. Consider how the player characters might shape or redirect the story, but also establish what happens if they don’t get involved.

Movers and Shakers

Decide who’s who in your world. This includes not only the beings that hold the reins of power, but also everyone who’s involved in driving the campaign forward. If you’ve laid out a story for your campaign, identify the entities behind the major threads. Ask yourself who’s pulling the strings and who stands to gain and lose with each twist and turn.

Not every important character in your world need be terribly influential. Every locale with people has a few memorable characters, so sprinkle the neighborhood where your PCs live with a few of those. Some of these might become valuable assets to the characters, providing them with information, introductions to more influential people, or protection in times of need. Others might simply offer the occasional bit of comic relief.

Campaign Endings

Many campaigns run on indefinitely until the group breaks up due to changing lives and priorities. There’s nothing wrong with that, so long as running the campaign—and playing in it—don’t become chores. Still, it’s pleasant when a campaign comes to a natural end that allows you and your players to leave with a sense of completion.

You might plan a campaign with an ending in mind—a fairly easy task if you’ve laid out a story. Or you might decide to end the campaign when player interest (or your own) starts to flag. In either case, consider what elements in the campaign have struck a chord with the group. Perhaps they’ve grown fond of a particular town or character. Perhaps they really despise some villain or have a burning desire to obtain a certain item. Craft your ending so things end on a high note, with main conflicts resolved and the loose ends tied up. It’s often fun to create an epilogue that lays out each character’s later career and retirement and looks ahead to the general state of your game world during the surviving characters’ sunset years.