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Help Me Run My Best Campaign Ever

  • Written by Samuel Van Der Wall 14 Comments
    Last Updated:: January 8, 2009

    Horror
    I will be starting a new campaign in February. I thought back to previous campaigns that I’ve run some good, some bad. A few of them were long-standing with a solid ending, but most of them made it several game sessions before my players and I either moved on to another game or got distracted by random shiny objects. Reflecting over past campaigns I began to wonder, how can I prepare to run my best campaign ever?

    First, I made the decision that I want to make this the best campaign I’ve ever run. So I’m doing my best to set myself up for success before the first gaming session even happens. I’ve chosen to use the Savage Worlds system for several reasons. The system is easy to learn. It is also relatively new to most of my players, so it will be a good change of pace for us to get away from D20. And finally, there are a lot of good settings to choose from that will be completely new to our gaming group.

    Along the lines of setting myself up for success, I’m making sure to get everything ordered and ready well before my first game session. I’ve ordered several Savage Worlds Explorer Edition handbooks so I will have plenty for my players to use. I have ordered several different settings books, including Sundered Skies and Necropolis 2350 to take a look at. I’m considering several other possible settings. And I’m also planning to order a few other items that will fit into the new campaign, such as battle maps, figurines, and card decks. I’m doing all of this well in advance so I have all my gaming ‘gear’ ready to go.

    Secondly, I started to think about what had made some of my campaigns successful in the past and what had made some of the bomb. I came up with the following:

    What has made my past campaigns bomb?

    • Not being prepared enough with knowing the system rules.
    • Advancing the player characters too quickly or too slowly.
    • Not having a clear-cut direction for the players to go.
    • Spending too much preparation time on minor things.
    • Trying to plan adventures last minute.

    What has made my past campaigns a success?

    • Making sure there was group cohesion from the start.
    • Having a direction for the players to go in the campaign.
    • Good, memorable, re-occurring NPCs.
    • Preparing the overall adventure well advance of game day.
    • Having a definite ending to the campaign in mind.

    As I looked through my list, I realized that a lot of my issues were just being prepared, having a general direction for the session, and having a definite direction for the end of the campaign. If I lacked one, or all, of these factors the campaign usually went to all hell or we just lost interest. I’ve read this off RoleplayingTips multiple times, “Start with the end in mind.” Basically, before your campaign even begins know where you want to go. How will the last session of my campaign end? What will the players be doing and what will they have accomplished?

    Finally, I’m going to build up my plan in stages for my best campaign ever.

    Stage 1 – Learn the Savage Worlds system front and back. Get all of the necessary gaming items that I will need for a Savage Worlds campaign.

    Stage 2 – Learn the setting I decide on front and back. Whether I choose Sundered Skies, Necropolis 2350, The Savage World of Solomon Kane, Slipstream, Rippers, Necessary Evil, Evernight, or any of the other Savage Worlds settings, I need to know the world completely. This is important so I can properly immerse myself and my players into that new world.

    Stage 3 – Develop a campaign outline. This will obviously depend drastically on which setting I choose. But I will need to build a basic framework for the campaign. Where is it going to start and where is it going to finish. If I can, I’d like to get a mental picture of the first adventure (like the first ten minutes of a movie) and what it will be like. And then get a mental picture of the last adventure (like the last ten minutes of a movie) and what it will be like. I might not know exactly what will be contained in between those two points, but we’ll figure that out as we go along.

    Stage 4 – Develop points of interest. I want to develop points of interest that the characters will encounter throughout the campaign. Maybe it is an incredible citadel I want them to fight through. Or, there may be a race of people I want them to meet at some point. Or, maybe they will need to find a long-lost relative during play that will take several sessions of game time. These points of interest should tie in with the beginning and the end of the campaign.

    Stage 5 – Have the players create their characters in a group session. Once they have been created together, make sure they have developed some possible cohesion for the group that will hold them together throughout the campaign.

    Stage 6 – Cram all of stages 1-5 in my brain and start the first adventure with guns blazing. Create all of my subsequent adventures with the end goal in mind. And remember, the overall goal of gaming is for my players and me to always have a ton of fun.

    I know I have a lot of both game masters and players that visit RoleplayingPro. If you have any advice about what I’ve written, whether it is positive or negative criticism, please let me know?

    Do you have any good links to share on campaign preparation?

    Do you have any articles on your blog that cover this subject?

    And finally, do you have any words of wisdom to help me run my best campaign ever?

14 Comments
  1. The best advice I can give is to focus on the game at hand. Too often, we GMs have glorious plans for our campaigns and look too far ahead. You don’t need to make the campaign awesome. You need to make *tonight’s* game awesome. If you make the game tonight excellent, the players will buy into the game, you’ll have more eagerness, more focus, and less flakiness. Do this for each game and the campaign awesomeness will take care of itself.

    The best way I’ve found to make this happen is to focus on conflict. Every scene in the game should be either setting up, exploring, or resolving a conflict. If its not doing any of those, then you’re wasting your time and dragging the pace of your game down. Cut to the next scene already if nothing is really going on.

    Second, be prepared to throw your notes away. Your notes, plans, and outlines are not real in the game world. They don’t exist until the players interact with them. They are just suggestions and if something better occurs to you (or one of your players), go with it.

  2. Great goal for 2009! My two big campaign killers are missed sessions and losing focus on the horizon.

    Do whatever you must to keep the gaming schedule going. Consider a fixed schedule to develop expectations, on-call player to achieve quorum, no schedule if your group hates pressure :) , etc.

    If you tend to be the one to cancel sessions most, then figure out why and fix.

    My last campaign fizzled because I lost interest in the mega dungeon crawl we were in and the 4E rules were just released, which were a tasty temptation. So, create a vision of what the campaign is about and check it when your interest wanes. Keep your eye on the horizon to get you through short term issues.

  3. @James – good advice! Conflict and choices are backbones for game sessions.

  4. I think one of the things I’ve enjoyed most (from a players perspective) over the years is when there is a goal for the players and a goal for the “bad guys” and they both have their own independent time-line. The players, ideally, will interact and possibly hinder the “bad guys” time-line but if they don’t then things will happen just as they were planned.

    This serves two purposes; there is more of a sense of urgency for the players as they have a definite time before they will fail and it also adds quite a bit to the realism of the campaign.

    Too often it seems like there’s no point to hurrying or finding a better, faster way to do something because you know that the conflict is all based on checkpoints that the players hit.

    Other than that it looks as if you have a great list of goals and a very well thought out way of achieving them. Good luck!

  5. Talk to your players, and find out what they’re looking for in a game. There’s no such thing as a “best campaign ever” in isolation; if you achieve it, it will be a collaborative effort between you and the players, and will require things that they are interested in doing, characters that they love to play, NPCs that they want to interact with (good and bad), and so on. I usually pitch a couple different settings I’m excited about running, and only go forward with the ones that the players show enthusiasm for.

    Joshua’s last blog post..The Rule of Cool: A Useful Tool

  6. Wow. First time reader, first time poster. I’ve been playing video games for a long time, and have been really wanting to get into table top gaming. Unfortunately, I do not have friends who are interested, and I do not know people who partake in this activity. Until I find them, I guess I will just have to imagine I am there with you guys.

    TrainWreckIdeas’s last blog post..AN OLD FLAME

  7. James – Great overall advice. I especially like the part about ‘make *tonight’s* game awesome’.

    Johnn – I’ll add missed sessions to my things to watch out for. Luckily my group doesn’t miss too many, except for holidays.

    Bryan – Yeah, I like the timeline idea. As a player, it makes it more real to me too. Not like the guy is waiting in a room or dungeon for two days until you show up.

    Joshua – I’m going to make sure that my players are good with the setting before I go on with it. Luckily with Savage Worlds, I have a lot to choose from.

    TrainWreckIdeas – Welcome to the blog. Finding a good group can be pretty tought. I’m sure Johnn has some tips on finding one over at RoleplayingTips.com.

  8. I’ve been reading this blog for a while and figured its about time to say hi.

    It seems like you have already got a lot of good ideas planned out. I am horrible with prep and improvise a lot, but the best advise I can give is know your world, know your players and the best campaigns evolve they don’t get created (hope I don’t offend any RPG creationists out there). I completely agree with what James said in the first comment make tonight’s game awesome, and eventually tonight’s game will expand the awesome into an awesome campaign. Good luck man.

  9. Thanks Jack, and glad to have you as a reader.

    I think the ‘know your world’ part is so essential. I actually think that is why I ran the Palladium FRPG for soooo long. I really loved the setting and knew it better than any of my players. Lets forget the fact that the system is shot to all hell. But the setting carried it for a long time with me. I think that learning a completely new setting will be a little challenging, but at least it will be completely new to my players too.

    Samuel Van Der Wall’s last blog post..Help Me Run My Best Campaign Ever

  10. #10 Chris says:
    January 9, 2009 at 8:21 am

    Character Preparation. I think it would be better if you gave everyone the whole evening to look over the books, casually talking amongst themselves about their characters and with you about the setting. Really let them know that their characters will be getting into, and how they interact with their world. I would recommend not playing the night everyone made characters (or, at most, run through a few combat tests).

    Session Preparation. Make sure that you are prepared for the upcoming session. I say this, and yet I still beat myself up for not alwasy being prepared. Sometimes, imprompto sessions can be fun and refreshing, but usually I just end the night saying to myself, “Man, that could have been better if I had prepared more.”

    Keeping the Group Focused. When a group loses focus, it loses direction. If the players don’t really have a clue about what their characters should or need to be doing, throw them a bone. Do whatever it takes to get the story moving and the characters killing (or whatever). Is it cheesy? Maybe. Do the players appreciate you helping them move the story forward? Absolutely.

    KNOW the Rules. This eliminates many, many problems.

    Monday Morning Quarterback. If you don’t know the rules, make an immediate ‘best judgement call’ and look it up later. Or, you can do what I like to do. AFTER making your ‘best judgement call,’ hand the book to a player whose turn has already gone and have them look up the rule. That way the action/story keeps right on moving, just like it should.

  11. I would echo James’ & Josh’s advice: Focus on individual sessions (rather than trying to come up with some massive overarching plot) and make the players an integral part of deciding on the setting, tone, and theme of the campaign.

    Here are my tips:
    * Start by having a pitch session where everyone talks about what they want from the game: What setting appeals to them, what kinds of things do they want to do, and what kind of tone (dark, gritty, high fantasy, etc.) are they looking for. Let THEM do all the heavy lifting for you.
    * Make character creation a group effort – no one makes their character at home, nor do you have them work independently during the creation session. Instead they should openly discuss their concepts, pitch ideas to each other, and settle on niches for each. During this time you take notes and offer suggestions: You can nudge them in certain directions, but once again, let them do most of the work since you can mine all of this to create themes and plots that directly involve these characters (rather than the “traditional” way which involves coming up with some sort of plot and then trying to shoehorn the PCs into that story).
    * Similarly, character backgrounds should be done together. I always do the following (stolen from SotC): Player 1 turns to person to their left and answers the following question: “How do you know him/her?” They come up with an idea that they can sum up in 1-2 sentences. I then move on to the person to Player 1′s left and repeat, going all the way around the table. I often throw in my ideas or shape theirs to make things a bit more coherent, but otherwise I let them free associate and come up with interesting (and sometimes unusual) links. BINGO. Everyone is instantly linked (no more strangers meeting in the tavern) and you can get some pure gold for creating stories out of these sessions.

    An example from a recent game of mine: I currently run a 4E campaign for a bunch of teens at an after-school game club. Our first session involved just character creation and talking about what they wanted. So they settled on a “we want to fight a dragon” and chose character classes (cleric, wizard, rogue, paladin, & warlock). So Player 1 (elf wizard) has to turn to player (half elf cleric) on his left and say how he knows him. He says “You’re the illegitimate son of a distant cousin.” Wow, hardcore relationship but I need to turn it up a notch: I say “No, he’s the son of your SISTER although you don’t actually know that yet.” Already the campaign is off to an awesome start, at that very moment, because there’s antagonism between those two characters but also a linked history and bloodline. Deep…..and from a couple of 16-year-olds. You can read a more detailed description of the session on my blog here: http://rpg.brouhaha.us/wp-admin/post.php?action=edit&post=41

    Wow…this is a long comment. Ok, one more tip before I stop:

    The players’ character sheets are an amazing research resource as well: Look at each one carefully after the character creation and find out what’s important to each player. The skills and edges they choose in SW are a big hint. Also, those hindrances? You them. Don’t let the players get away with free points just for picking something that never comes up again: Somebody pick a phobia? Use it. Repeatedly.

  12. #12 Tobyjg says:
    January 21, 2009 at 4:59 am

    Hey
    Here are my two cents. I am usually the DM and although I am usually very creative when it comes to plotlines, npcs, world creation etc sometimes I run out of juice. So I decided to let the other players dm for a few sessions each. Sometimes we start new characters sometimes we continue them through to the next DM. All in the same world though as that way we create some very good NPCs for the future when our characters are retired. But the point to all of this was simple. I wanted to find out what my players liked. Sometimes people find it hard to vocalize what they liked in particular about a session. This way I simply paid attention to where the DM seemed to put his focus and where he got most into the game. This has given me clues as to what kind of player they like being and what elements of the game I should try to add each session to keep their interest. Hope that helps.

  13. #13 Aramax says:
    February 18, 2009 at 5:51 pm

    Run your game like you had an imaginary boss to whom you had to get “script approval’from.It gives you an interersting perspective to rule on difficult decisions.
    See the noval Dream Park by Larry Nivan.Ive run my games like this for decades and the council I get from my self is illuminating.OK you really need to read Dream Park.

  14. #14 Ernie the Fourth says:
    June 13, 2009 at 8:52 pm

    As far as plots go, I tend to not start with anything TOO specific. I enjoy letting characters shape the world, by building temples for clerics, getting strongholds, stuff like that.

    Once they’ve found a footing and have established themselves… hit them hard with something earth-shattering that their apparently “bad-ass” characters thought they could handle. Usually around 5th-7th level for me.

    And if you’re too lazy to build a town? Make a “To-Do Billboard” every now and then. Throw in a few wacky NPCs that need some random tasks (Kill some rats, deliver a letter, smuggle some items, yadda yadda). Then make a tiny mini-adventure for each tast. Put the billboards in a bar or something (also let the players post stuff too!).

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