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	<title>Arthroval &#187; Campaign design</title>
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		<title>Four Tips for Short Campaigns</title>
		<link>http://arthroval.com/campaign-design/four-tips-for-short-campaigns/</link>
		<comments>http://arthroval.com/campaign-design/four-tips-for-short-campaigns/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 21:26:42 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Campaign design]]></category>

		<guid isPermaLink="false">http://arthroval.com/?p=93</guid>
		<description><![CDATA[Dungeon Mastering recently published a good article about the art of the short campaign. As someone working on both the theory and design of a long campaign I was excited to read a fresh take on the topic of campaign length: it reminded me of my successes and failures running long campaigns, and of the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.dungeonmastering.com/blog">Dungeon Mastering</a> recently published a <a href="http://www.dungeonmastering.com/campaigns-adventures/the-short-campaign-manifesto">good article</a> about the art of the short campaign. As someone working on both the theory and design of a long campaign I was excited to read a fresh take on the topic of campaign length: it reminded me of my successes and failures running long campaigns, and of the limited success I enjoyed with a short campaign. I have a few ideas for how you can adapt a game designed for sprawling campaigns (i.e., any edition of D&amp;D) to a smaller group, shorter session length or more limited campaign scope, and the article particularly reminded me of some ideas I have about running “serial” campaigns.</p>
<p>One thesis of Yax’s article is that, given scheduling restraints and the challenge of pulling off a long campaign, your game can go rules-lite. This is an excellent option, especially for experienced gamers who can easily shift gears between rules-lite systems by virtue of their general role-playing ability, but I also think that almost any system can be adapted to “short play” by virtue of campaign design. Here are a few considerations for a short campaign played using a system most often associated with long campaigns:<span id="more-93"></span><strong>Limit your scope</strong></p>
<p>A rogue-centric campaign in Waterdeep that plays like a half-season of The Sopranos is limited in scope but rich in storytelling opportunities. You won’t have to worry about melding the long-term goals of the Lawful Good Deva Paladin with those of the Tiefling Warlock; the DM can lean on the City of Splendors as a manageable (yet detailed) backdrop; and a built-in affiliation amongst the player characters gives them common cause right out of the gate.</p>
<p><strong>Manage expectations</strong></p>
<p>Specifically, you and your players should raise the bar with regards to how they use time in-game. Players who come into a D&amp;D game without knowing that it’s limited in scope might linger a bit longer at the store or run back-and-forth between different locations to make sure they didn’t miss a clue. In a long-term campaign it’s a good sign that the players are chewing the scenery, but in a short campaign the play is the thing, not the bit players. It’s a fine line to walk, though: don’t be the pushy player who tells everyone to “Get a move on, the DM is obviously pointing us towards this mountain.”</p>
<p><strong>Encounters should count</strong></p>
<p>This is a cousin of previous tip and is directed more towards DMs. Use smaller “set designs” (e.g., dungeons, temples, aristocratic villas) and run less encounters, but make every one of those encounters central to your story: you don’t need cultists on the first floor and a cult leader on the third floor, with two traps and a puzzle in between combats: you need a really good puzzle, perhaps a skill challenge and a meaningful battle with the cult leader. A flexible approach to monster morale can keep you from getting bogged down at the tail end of a combat: “These two kobolds were so impressed by your display of power that they’ve decided to flee the cavern. The seal on the altar suddenly begins to glow….” It sounds elementary because when we’re doing our best campaign design every encounter should be special, but adopting an aggressive “cut-to-the-chase” approach in your short campaign will keep your story on a slick track.</p>
<p><strong>Crowdsource</strong></p>
<p>It’s 2010: soliciting player input and collaborating during both the design and play stages of your campaign isn’t just an idea anymore, it’s an expectation. Intense collaboration away from the table—in terms of setting and plot—can help you make the most out of a short campaign. If each of your players writes 100 words about a major setting element and publishes the information to a wiki (try Obsidian Portal) then you can focus on the story at hand; you can benefit from their ideas in generating your adventures; and the other players will have more skin in the game. More skin in the game means more soul in the game, and in a short campaign you need every bit of soul you can get your hands on before the dice hit the table.</p>
<p>A rules-lite game system is optimal for running a short, memorable campaign, but these tips can help tighten things up if a) your group is short on time and stuck on one system or b) you want to tell small stories within the context of a larger game setting which your group already knows. With regards to the latter, expect to see a personal sub-manifesto for DMs who want to run what I call “serial campaigns.” Stay tuned…</p>
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		<title>Making the Campaign Part 2: Comprehension</title>
		<link>http://arthroval.com/campaign-design/making-the-campaign-part-2-comprehension/</link>
		<comments>http://arthroval.com/campaign-design/making-the-campaign-part-2-comprehension/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 03:19:07 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Campaign design]]></category>

		<guid isPermaLink="false">http://arthroval.com/?p=81</guid>
		<description><![CDATA[Before you even decide to serve as Dungeon Master (or Game Master, or Storyteller, as the case may be) you need to take stock of where your group stands and what you hope to accomplish. According to Making the Campaign, our goal is to create a &#8220;series of encounters and/or adventures using the 4th Edition [...]]]></description>
			<content:encoded><![CDATA[<p>Before you even decide to serve as Dungeon Master (or Game Master, or Storyteller, as the case may be) you need to take stock of where your group stands and what you hope to accomplish. According to Making the Campaign, our goal is to create a &#8220;series of encounters and/or adventures using the 4th Edition Dungeons and Dragons rules which will provide a satisfying long-term gaming experience for your group.&#8221; <em>Comprehension</em> is the first of the Seven 7&#8217;s oc Campaign Design&#8230;but what do we mean when we talk about &#8220;comprehension?&#8221;<span id="more-81"></span></p>
<p><em>Comprehension </em>involves knowing what you, as a DM, will be dealing with as you design a new campaign. Experience has taught me that the earnest campaign designer needs to comprehend his players&#8211;both individually and as a group&#8211;and that he needs to understand both the game he plans to run and the amount of work that will go into designing a campaign that &#8220;will provide a satisfying long-term gaming experience for [his or her] group.&#8221; <em>Comprehension is about cultivating the fundamental knowledge which will let you know whether or not you have a chance of achieving your goals as a campaign designer. </em>I&#8217;ve seen the best efforts of mice and gamers wasted because the DM (often myself) didn&#8217;t think about what he was getting into at the outset: I&#8217;ve crafted complex plots, powerful points of conflict and compelling NPCs, only to see my final product fall flat because I spent too much time in my own imagination and not enough time considering the <em>milieu </em>in which I was working.</p>
<p>While the DM/campaign designer will put more effort into his game than all of his players combined, those efforts will be for naught unless he <strong>understands the needs and goals of his players</strong> early on in the design process. Many words have been written about identifying player &#8220;archetypes,&#8221; and I defer to <em>Robin&#8217;s Laws of Good Game Mastering</em> as a canonical primer on the subject. It would make little sense for me to design the ultimate 500-room crypt crawl for my campaign if most of my players fit the molds of method actor or storyteller; likewise, my time would be ill-spent designing a Harlequin novel&#8217;s worth of personal intrigue for my new campaign if most of my gamers tend towards the &#8220;hack and slash&#8221; side of the spectrum.&#8221; <em>Robin&#8217;s Laws</em> is the <em>magnum opus </em>of one Robin D. Laws, a prolific game designer whose contributions to the 4th Edition D&amp;D <em>Dungeon Master&#8217;s Guide </em>help make that tome one of the best books on role-playing ever published but it is best used as a set of guidelines than as a field manual for identifying gamers. We are all power-gamers, casual gamers, method actors and specialists, in our own way, but Mr. Laws sheds light on one fundamental principal of campaign design: we must recognize the different &#8220;buttons&#8221; the our games can push for ourselves and our players, and we must coordinate the pushing of those buttons if we are to pull off a successful campaign.</p>
<p>Crafting a campaign that scratches the various itches of your players is a big part of the <em>comprehension</em> process, but a DM who designs his own campaign must also understand the group as a whole, particularly with regards to &#8220;off table&#8221; factors. Is your group likely to stay together for an extended period of time? It would be a shame to weave plot hooks into a character&#8217;s backstory if that player&#8217;s character is unlikely to stick around long enough to nibble at those hooks. If the player group is likely to see a great deal of turnover then you might still put a lot of work into your setting, NPCs and metaplot, but you would be ill-advised to wager too much design time on a character who might be moving out of state before you can resolve his role in the story. <strong>Weigh the likelihood of group disintegration against the amount and nature of design work which you&#8217;re willing to put into your new campaign.</strong></p>
<p>Another aspect of comprehending group dynamics is <strong>understanding the potential for group conflict</strong>: disagreements between PCs is fodder for drama and adventure, but if you see the possibility for player-on-player conflict&#8211;or even violence&#8211;derailing your campaign? If so then proceed with caution: the best campaign environment for PCs who often find themselves at crossed purposes is a &#8220;sandbox&#8221; style, but a group that is over-ripe with internal strife runs the risk of falling apart, and as DM/designer you should adjust your expectations and campaign goals accordingly. I, for one, would find little point in running a game in which one or more of the PCs involved constantly worked at cross purposes from the rest of the player group: such an arrangement almst always involves splitting the party, and has the added effect of pushing players away from the game so they can set squarely against one another. <em>Comprehend</em> the cohesiveness of your play group before you begin your design project and adjust (or abort) your efforts accordingly.</p>
<p><strong>Rules comprehension</strong> is key to the success of your campaign. No DM is expected to quote chapter and verse from every rulebook, but a thorough knowledge of the game system with which you play your campaign is essential to campaign design. Not only will you be called upon to adjudicate rules disputes at the table, but you&#8217;ll also be expected to create combat encounters, skill challenges, etc.. which will challenge your players&#8211;such &#8220;crunchy&#8221; design cannot be achieved without a solid fundamental understanding of the rules. It&#8217;s safe to assume that one player in your campaign will no more about the rules than you do, but he or she should be the only &#8220;rules lawyer&#8221; whom you can&#8217;t handle quickly. Players will know a great deal about the rules regarding their character&#8217;s abilities but you should have a sound understanding of the rules frameworks which underpin those abilities. Never allow yourself to be caught flat-footed on a rules question: be prepared to run your game and to provide a sound response to those players whose knowledge exceeds your own on a specific topic. Never be afraid to seek advice or suggestions on rules questions at the table and never allow yourself to be seen as entirely ignorant of a rules concept. Amongst some gaming groups such ignorance can derail your rapport with the players and undermine your campaign.</p>
<p>The last area of <em>comprehension</em> which I&#8217;ll cover in this article is <strong>self-knowledge</strong>. Know your strengths and weaknesses as a game master. Design campaign elements which highlight your strengths and find ways to avoid or patch over your weaknesses. If you excel at improvising NPCs then make incidental NPC encounters central to your game; if you&#8217;ve never pulled off a successful large combat scenario then you might just avoid such battles, or you might spend a great deal of time preparing one and running through it yourself before bringing it to the table. Most importantly, know how much work you want to put into your campaign: the best campaigns require a great deal of work, much of which is never seen by the players, so be honest with yourself about how much time you want to put into your game and adjust your approach and expectations accordingly.</p>
<p>I hope that this discussion of <em>Comprehension</em>&#8211;the most abstract of the Seven C&#8217;s of Campaign Design&#8211;has been helpful to you. In my next post I&#8217;ll let you know how I&#8217;ve applied my own advice in the design of a brand new campaign which I&#8217;m working on. Until then, happy gaming!</p>
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		<title>Making the Campaign Part 1: The Seven C&#8217;s</title>
		<link>http://arthroval.com/campaign-design/making-the-campaign-part-1-the-seven-cs/</link>
		<comments>http://arthroval.com/campaign-design/making-the-campaign-part-1-the-seven-cs/#comments</comments>
		<pubDate>Fri, 04 Sep 2009 04:30:23 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Campaign design]]></category>

		<guid isPermaLink="false">http://arthroval.com/?p=44</guid>
		<description><![CDATA[Welcome to Making the Campaign: my goal is to help fellow campaign designers design a successful campaign. For the purposes of this discussion &#8220;campaign design&#8221; refers to crafting a setting and series of encounters and/or adventures using the 4th Edition Dungeons and Dragons rules which will provide a satisfying long-term gaming experience for your group. [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to <em>Making the Campaign</em>: my goal is<em> </em>to help fellow campaign designers design a successful campaign. For the purposes of this discussion &#8220;campaign design&#8221; refers to crafting a setting and series of encounters and/or adventures using the 4th Edition Dungeons and Dragons rules which will provide a satisfying long-term gaming experience for your group. I think these tips might be useful to those who use published settings, or those who play games other than D&amp;D 4E, but I want my frame of reference to be clear to my readers.</p>
<p>Campaign design requires a lot of work and nothing discourages a Dungeon Master more than seeing their design work wasted on a failed campaign. One way to avoid a failed campaign is to think about your design in terms of <strong>The Seven C&#8217;s: Comprehension, Conception, Collaboration, Construction, Consummation, Continuation and Culmination.</strong><span id="more-44"></span></p>
<p><strong>Comprehension</strong> means understanding the game you want to play, the group with which you&#8217;ll play and the amount of work involved in designing and running a campaign.</p>
<p><strong>Conception</strong> is the development of a &#8220;big picture&#8221; for your campaign and/or setting. This idea isn&#8217;t limited to designing a classic high fantasy campaign that rides the Plot Railroad from point A to Point B: conception means defining the major ideas and game elements that will guide your work.</p>
<p><strong>Collaboration</strong> has long been absent from campaign design and is establishing a strong presence in the world of RPG design. It can be as simple as making sure that your campaign doesn&#8217;t zig when anything other than zagging will ruin your group&#8217;s fun, or as complex as designing a shared game world. The important thing is to make sure that your campaign isn&#8217;t built to fail because you never talked to your players.</p>
<p><strong>Construction</strong> is what most gamers think of as the core of campaign design: documenting the game world, writing the adventures and producing important player handouts are all parts of construction. The amount of work involved depends on your strengths as a DM and the expectations of your group, but <strong>Construction</strong> is all about putting the pen to paper and preparing to play.</p>
<p><strong>Consummation</strong> includes creating characters, introducing players to your campaign and getting your first session off the ground. Again, the amount of work required here will vary from campaign to campaign, but campaigns that get off to a good start stand a greater chance of surviving than those that don&#8217;t.</p>
<p><strong>Continuation</strong> is what you do to keep the campaign alive. It involves making adjustments to your design as the game is played, defining clear effects of player characters actions and keeping track of what happens. This is where the Dungeon Master&#8217;s skills as a  &#8220;game-runner&#8221; are tested and honed, and where players experience the satisfaction of overcoming challenges, improving their characters and immersing themselves in the game world.</p>
<p><strong>Culmination </strong>is often, but not always, the end of a campaign. It can also be the major milestone that lets the players know that they&#8217;ve entered a new phase of the game. Without <strong>culmination</strong> players might always wonder about what might have happened in a campaign that was cut short, or they might just wonder why they gather around the same table every week without experiencing any major outcomes.</p>
<p>In the coming weeks I&#8217;ll share more thoughts on each of <strong>The Seven C&#8217;s</strong> and share notes on how this approach to campaign design effects my own ongoing work. If nothing else, I hope that I can keep <em>Making the Campaign</em> from resembling a season of <em><a href="http://www.comedycentral.com/videos/index.jhtml?videoId=219445&amp;title=making-the-band">Making the Band</a>.</em></p>
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