Welcome gamers, dungeon masters, authors, artists and lurkers.
Rather than start my articles with tips and advice about creating worlds, setting up adventures and making awesome NPC's, I am going to start with a series of 'You see Timmy' articles about my failures and the mistakes I made trying to recapture the magic of the my golden campaign, Smack.
Smack was a campaign that had simple beginnings and turned into an epic story of cultists, evil plans that spanned thousands of years and three characters caught up in the middle of it. Smack was a dark almost gothic horror campaign where my masochistic players turned up week after week to see what other nasty yet cool thing I could to their characters or what new secret might get hinted or revealed at. Smack was a campaign where each player added to each other’s others characters and personalities,
The Ghost of Marley
Recently Tyrant Mithras came to me and said he was thinking about running a Smack campaign, I was immediately interested, another chance to resurrect the world I had spent years building. I immediately asked a few questions then thought of all the background information and events that might be applicable to the game he was thinking of running. I started compiling lists of NPCs and organisations, here was another chance to breathe life into something I was still very passionate about. Then I started thinking about all the subsequent campaigns, most short lived that I had attempted to run in the Smack campaign world. Keen to help Tyrant Mithras to learn or at least gain some benefit from my mistakes I decided to write a series of 'You see Timmy...' articles to pass along the lessons I had learnt from previous campaigns.
The Ghost of Campaigns Past
Most long term Game Masters have at one point or another run a golden campaign, a campaign that spanned several years, often run on a weekly basis which players turned up enthusiastically week after week. Laughs are had, legends are made, the story seems to write itself and characters come to life in a way that makes them almost real. The campaign draws to a close and you begin setting up the next one, you plan, furiously scribble notes, draft NPC's and maps. You know this world, you know its history, it is so alive to you that it almost breathes. You talk about your plans with your old players and they are immediately enthusiastic, they talk character ideas with you, keen to play in their old playground but with new characters. Then the time comes when the new game begins. It normally starts well, players get right into it, they know chunks of the world, know a bit about what is going on. Discussions about the previous campaign come up, glorious stories of battles, shrewd negotiations and those times when everyone held their breath waiting on the outcome of that one dice roll. However, a few games later, no one is as keen, the world is there, the story is there but there is something off. Players don’t seem attached to their new characters, the campaign starts to dwindle, it just doesn't have that old magic. Pretty soon you stop feeling like running the game, things feel forced and no one is enthusiastic and other priorities come up.
I could blame it on being older, having more commitments that eat up mine and my players free time, and there is an element of that, kids, families and jobs can take away from available time. It is harder when you have other responsibilities to set a regular time for roleplaying. It does naturally move down the priority scale compared to paying the bills, spending time with the spouse or looking after sick children. But that isn't quite it. Sure having a player not be able to make it in a heavily character and story driven game is inconvenient but that isn't it.
I could blame on the emergence of MMO's. Digital games designed to mimic the power development and non-personality advancement of characters. Designed to be highly addictive and immersive with shiny loot, pretty graphics and an endless treadmill of things to achieve and get. But that game I ran wasn't based on those things. It was based on story, characters and secrets revealed. MMO’s are quite compelling, and running around exploring a new digital world can be fun for a while but their stories get old and stale once you hit endgame. Over all that isn't the problem, though it can certainly impact on the free time a player has left at the end of a week to come to game.
The problem is you aren't feeling engaged or motivated by the new campaign either. It is not the other priorities as easy as they are to use as a scapegoat, they can add an element of difficulty, nor is it the digital distraction of online worlds. I have a theory that people always find the time (baring emergencies) to do the things they really want to. If you are spending your time in a digital world and not something else, It is because that is what you want to do more. That wasn't a problem with the golden campaign.
‘You see Timmy, a baby campaign cannot live and grow while its older sister is smothering it with a pillow.’
In every Smack campaign I have run after the first, the legends of the first Smack campaign have come up. The larger than life heroes, the amusing character rivalries and events and catastrophes that arose as a result of them, those 'that was just so cool' moments. Problem is, there was so much focus on the past, looking for the impact of the previous campaign that there was no room for a new mythology to rise. New characters were always in the shadow of the old ones. New stories were always being compared with old. A certain amount of fan service was put into the games, hints or links to the old campaign so players could see the subtle impact previous characters had on the world. Problem is, no one was working to forge a new legend. You see it a lot in the less successful sequels of movies, there is too much of what was before and not enough of the new. It is hard to for new characters to grow and develop when they in the long shadows of characters that took years to develop.
It is not a fair comparison to expect new characters to immediately have well rounded personalities, despite the best intentions of their players. New campaign events cannot, and probably should not immediately be able to compare to earth shattering events that took years to develop in previous campaigns. Players are going to have a hard time bonding with new characters so long as the ghosts of their old ones are about. Newly introduced players are going to feel like they missed out on the best part of the world story or worse, they could feel like outsider because they don't have a connection to the world’s past. This is especially if there if it seems like no room for new legends.
First Rule; do not discuss old games in or around game sessions for the new campaign. We all loved the old game, we all want the new one to end up like the old one, but it won't be so long as the ghost of the last campaign is still hanging around. Or basically, like in relationships, while you are still hung up on your ex and thinking about them, there will be no room in your heart for a new relationship.
Instead encourage players to talk about the campaign at hand, get them guessing at what they think is going on. Bonus points if you can get them doing it somewhat or mostly in character during the game. Player chatter can be a powerful source of ideas. Some of my best games were run out of ideas I got from players’ theory crafting, and some of my best twists were by using their assumptions against them.
'You see Timmy, talking about how amazing that thing your ex did is always going to be a deal breaker on a first date.'
The Fifth Smack campaign had a rule, mostly instigated by an ex of mine who was playing and not involved in the first Smack campaigns, that previous Smack games could not be brought up during game time. It was a good rule. Smack 5 was the only other Smack game that made it to a successful conclusion. While there were many problems with the game the rule meant that players weren't always living in the past they were able to get into the new story, get into their new characters. It is like trying to start a relationship while your new girl is talking about how great her ex was. It doesn’t matter how hot she is, its gets old fast. No one likes that, don't let it happen in your games.
Second Rule; do not bring anything to do with previous characters or major NPC allies or villains in the new game. In fact, it is best to keep them out of the game until the players have bonded with their new characters and in turn their new characters have developed friendships and rivalries of their own. It is ok to have major NPC's in the background, if you are playing in the same time line. Old NPC's will remind the characters of old events, if you are going to use an old NPC reinvent the kind of relationship they have with the new characters, if there were a rival before, have them as an ally of a valuable source of information. Even then, I don't recommend it if you are running the game with the same players.
Instead of focusing on your old successes, focus instead on new ways to deliver the world you created to your new and old players alike. My suggestion is to pick at least 3 new things when designing your new campaign, new time period, new culture, new continent, new themes, new politics.
'You see Timmy no matter how much you loved Grandma, you shouldn't dig her up and bring her to Sunday dinner.'
The second Smack had a really good start. Admittedly it was at a time when the first Smack Campaign was still running and I had enough time to run a second campaign. While it had a couple of new players, the others were all veterans of the first Smack game. Smack 2 started really well, it was dealing with a part of the world that the Smack 1 players new existed, a part that had in some distant way had an effect on the first Smack game but was different in every other way, different race, culture, politics, themes and goals. The game was very successful and was shaping up to be a really interesting and successful campaign in its own right until I brought in a major NPC in from the first Smack campaign. From that point on the campaign unravelled quickly. Even though the NPC was just a guest appearance, it took the focus off the new story and new characters. Resist the urge to bring your aging rock-stars into new games, Smack 2 had dozen successful games before I brought my rockstar into it and the campaign died a game or two later.
It is like trying to move on when the ex you haven't gotten over turns up and starts flirting with you a couple of weeks after you start seeing someone new. It makes everything awkward and generally just messes with everyone’s heads.
Moral
‘Let your dead remain buried, its ok to take out old photos once in a while, but a corpse no matter how attractive can make the best of dinner parties feel a little awkward. Instead, invite a few new friends to the table, reminiscing is fun once in a while but it’s much healthier to meet new people and invent new fun. Or as the fortune cookie says ‘those that live in the past limit their future.’ The same holds true for running games. Past games provide powerful mythology for campaign creation but be careful not to let them stifle the birth of new legends.
‘You see Timmy, to quote Barney Stinson from How I met your mother, “You know who is hotter than the hottest girl you have ever banged? Her slightly less hot friend who you haven’t had sex with yet.”’
Stay tuned for the next article, the Ghosts of Campaigns Present.