Wednesday, 29 October 2014

A Campaign Carol - Ghosts of Campaigns Present



Last time, we looked at the Ghosts of Campaigns Past, reminders of your last campaign that can ruin the mood of your new one. It’s like the hangover after a big night out, sure you had fun but it can kill your interest in getting out of bed the next morning. This time I will discuss some of the mistakes I have made that caused some of my sequel campaigns to fail harder than Godfather 3.
High on your success from you last campaign, it can be very tempting to throw your players straight into a fully evolved story even though you have set your new campaign in a new area of your world or with a new set of themes.  It is often very easy based on your previous success and intimate knowledge of the world to set up an amazingly detailed and complex story, with double agents, hints of secrets at every turn and events that have serious impact or world shaking consequences but still don’t do it.  Great stories have simple beginnings, they need room to grow.  Ever see one of those poor cats raised inside a tiny bottle?  Yeah that is the horrible fate you are condemning your campaign to.   It’s like taking a friend to the gym after you have been working out for months and expecting them to lift the same weights as you do, sure they might manage it but the pain they will experience for the next 3 days means they are unlikely to be keen to join you next time.  Like weight training, characters and stories need time to build up a good base before you start targeting areas to tone or load on the big weights.

You see Timmy, as much as you want to get hot and heavy with that cute girl on the first date, you need to let her get to know you and like you before you bring out your sexy clown costume and shiny silver duct tape.

Existing campaign worlds are great but they can come with an over abundance of complex material that can be too much for a new campaign.  It’s hard for a baby to learn to crawl if you are putting bricks on its back.  Its why Wizards of the Coast wrote a campaign to scrub the Greyhawk world clean between the second and third editions of Dungeons & Dragons, there was no room left for new players, no way they could invent and really add to Oerth.  Equally so, even if your world has lots of areas where characters can fill your world with their stories don’t overcomplicate it, start with humble beginnings.  It’s great to have a campaign setting with rich history to use, but it should be a prop not a cage for your players.

Smack 1 started with only 2 keen and slightly deranged Game Masters, a map and 3 warm bodies.  As it was a spur of the moment kind of thing and we hadn’t really done any preparation nor had I played many game session with Yeti, my co-GM.  In fact I had never co-GM’d before but Yeti was keen so I gave it a shot.  I had no idea of the awesomely twisted trip awaited us.  So in the 2 minutes before the game we worked out an incredibly simple plot; give the characters a big heavy box wrapped ostentatiously in yellow silk with instructions no to open it and to deliver it some faraway place for a hefty reward, then try to steal it from them.  We had recently watched the first Pirates of the Caribbean and enjoyed it so piracy was in the mix a little too. It turned out to be the best campaign I had ever run. Even the somewhat random spur of the moment things we did in the beginning ended up having story reasons that appeared as if by magic later on. It flowed because we let the simple premise grow into a mighty story with the help of the players.  It involved a lot of spur of the moment adaption and playing but that can be a lot easier to do with 2 GMs. 

Conversely, Smack 6 was difficult for a player point of view, it was hard to run and burdened with too much pre-existing story infrastructure, too many things I wanted to explore and do.   While there were many other problems with the game, one of the early ones was I introduced too much too soon, too many concepts, too many factions and too much complexity.  I had the characters caught in a large web but hadn’t given them enough time to really get to know their characters, get to love or hate the NPCs they had met, or really get to feel for the world.  It was like teaching someone to play tennis and then hitting 20 balls at them simultaneously and expecting them to suddenly turn into a Wimbledon Pro.  Luckily I had some seasoned players so they did alright and the game didn’t immediately fall apart.  It certainly struggled to breathe though, and character growth was somewhat stunted by the pace the themes, NPC’s and factions were introduced.

You see Timmy, true romance can only be achieved between a torturer and his subjects by starting simple , you have to start with something like thumbscrews before breaking out the boiling water, rats and strawberry jam. 

Another mistake I have made, and have seen in other games is the predetermination problem.  Based on how great your last story went, and how many others it inspired in your mind, you may plan out a full campaign.  Not only does this break the first rule of dungeoncraft but it can be as fun to play as listening to the thrilling account of that time your friend found $10 in the back pocket jeans for the 30th time.  Basically, no matter how cool the story is for you, no matter how great it sounds in your head, it’s generally not as fun to play for your players.  No one likes being the warm body for someone else’s character to ride around in.  You should at least respect your players enough to grace them with the illusion of choice, chasing down your victims much more fun when they believe there is a chance they might get away. Avoid stories where the characters may as well be NPC’s.  You might have directions you might want their characters to go in or develop character traits that fit your plan for the story, but avoid the temptation to railroad them down it.

You see Timmy it’s much more fun if you let your victims might be able to escape as you chase them through condemned carnival park before they experience the grizzly end that awaits them.  

Smack 3 was a campaign I started with grand ideas and a grand story arch.  The players were going to go back in time to the formation and rebellion of the Imperial colonies and establishment of the main monotheistic religion on the western continent that the players in Smack 1 had spent a lot of time in.  It was going to deal with some of the background of lesser NPC’s from Smack 1 and tell their stories.  Other than the obvious problem of tying in characters from previous Smack campaigns, and a few other minor issues, the story was too predetermined.  I had a plan for what had to happen, what I really wanted the characters to see and get involved in; problem is despite my best efforts the players were playing a game for which I had already completed the story in my head.  There was too little room for them to influence events in their own way.  It wasn’t fun, despite my players trying to make the best of it. They weren’t playing their characters; they were playing mine, and playing my story rather than our story.  Good games and good stories are a collaborative effort between players and GMs.

Now I could just say don’t run campaigns which are set as part of the history of a campaign you have already run.  But that wasn’t the issue, Smack 5 was set in the era just before the Smack 1 was set and was based on the events that lead to the story arch that I told in Smack 1.  It was probably the second most successful Smack game I had run.  Running historical games aren’t the problem.  The problem was that as a game master I had already determined what had to happen and then invited the players to act out parts I had already written rather than let them write their own parts in my story. 

You see Timmy no masterpiece was ever created using a paint by the numbers set.

Up next ‘the Ghost of Campaigns yet to come.’


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