The Only 6 Campaign Models GMs Need
The 6 Series
I have been inspired by MurkDice’s post regarding the only 6 NPC's you will need. It's funny that they choose to write about this topic because for the past couple of months I have been writing a series of preparation tools that can be used as inspiration for GM's in a hurry. Preparation can be laborious and I have tried many different structures before. In saying that the next series of blog posts I will write will outline a variety of tools, that a GM (or in Rift Walker’s case, RM), will ever need. For all of these I have decided upon the magic number of 6. This is my challenge number to create a D6 list of different tools that encompass most variants, to be most useful to a GM. Also, because I like D6s, clearly as my system (currently in play test) is built around them. The core rule for all of these is that they must be distinct enough to be separate entries on this list however they can be useful in different applications. You will see what I mean when I get into each subtopic. I have come about these through my years of running and playing in games, and as an avid purveyor of media such as films, music, stories and video games. These classic archetypes for each of these tool types will be generally useful. I envision these to be system agnostic, but of course am fleshing these out for the use in my own Rift Walker; as I hope to include them in my RM section. How applicable each of these subtopic items will be for every system will of course depend on the system itself. Likely I have forgotten about some archetypes in these lists however I would argue that most examples can be linked to one of these archetypes. These are the topic groups that I find most useful in my adventure preparation and improvisation. The first post in the series is here. The adventure structures in my series is here. The last in my series is here.
The Only 6 Campaign Models GMs Need
Next in the series, I wanted to write about 6 Campaign frames. This is something that some games fall into after a few sessions, and sometimes this is planned from the start. I think after doing so many campaigns, it is important to have some goals to work towards. This can be discussed in a session 0. Anyway, these are a general structure that frames the types of legends that will be in a Rift Walker Campaign (or any RPG). You can also merge and combine these. This can mean that you see types adventures more frequently (discussed below), but also you can mix and match as you need. This is a good fallback position for a campaign and some consistency for the players to know the sort of time they are in for.
Title – the archetypal name for instant recognition.
Description – explanation and picture painting of their use.
3 Uses – 3 different applications of the campaign. Story focus.
Provisions – what sorts of adventure structures are there and the feelings they give.
Preparation Tips – Some questions to answer and considerations as preparation.
Collect the Items
Description – The story of travelling form location to location, collecting the items along the way as proof of the completion of the adventure. Often this is in opposition to conflicting force. These items will be need to ‘unlock’ the final showdown of some sort. They often provide new abilities along the way as a method of leveling up the adventurers.
3 Uses – Collect the keys, Collect the monster trophies, Collect the treasures
Provisions – Site Based, Goal Oriented, Branching Paths. The feeling of accomplishment through collection.
Preparation Tips – How many will be needed to complete? What happens if some are collected by the conflicting force first? What power or influence will the items bring? Where will they go to collect them?
Stop a Threat
Description – The classic event storyline of stopping a conflicting force, before it achieves its goals. A narrative event campaign that is good for newer players to follow a more linear storyline, while making decisions along the way.
3 Uses – stop the big bad, stop a ritual, solve a mystery
Provisions – Event, Goal oriented, Prepare and Do. The feeling of racing against time.
Preparation Tips – What is the main conflicting force? What is its goals and why do they conflict with the players? What hurdles will present along the way? Who will the need to recruit to assist?
Discover the Worlds
Description – Adventurers travel the worlds and discover their wonders and secrets. Often taking the form of hexcrawls or pointcrawls; these campaigns focus on emergent gameplay and play choice in approach.
3 Uses – Wilderness Travel, Map Unlock, discovery crawls.
Provisions – Stay a While, Branching Paths, Goal Oriented. The feeling of exploration, discovery and wonder.
Preparation Tips – What fantastic locations will they travel through? Who will they meet? What will your map format be?
Dis/Connect the Factions
Description – A two-pronged option for a campaign centred around NPC groups. This focuses on bring worlds and faction groups together or driving them apart. Either a looming event needs people to come together to stop it, or forcing a group to disband will bring peace to a region. While there is some overlap between other types, the main focus is the NPCs and the goal of the factions. For the negotiation driven and social players.
3 Uses – War is brewing, political intrigue, kingdom management.
Provisions – Prepare and Do, Event, Stay a While. The feeling of accomplishment through picking sides and meeting interesting peoples.
Preparation Tips – Who are the factions? Who are the key NPCs? What are their goals and why do the conflict?
Legend Job Board
Description – The classic ‘job board’ or ‘menu’ of options for players to pick from. These are legends that will often be presented as 3 options, with a new one every week, and one dropping off after 2 weeks of no selection. This is the default for a lot of groups. It emphasises choice, without overwhelming numbers of options. Often has a ‘central location’ for these, with NPC allies coming from this place or people who are helped along the way.
3 Uses – Monster hunting, competitions and quests, help the towsfolk
Provisions – Site based, Branching paths, Prepare and Do. The feeling of ticking off to do lists and variety in option.
Preparation Tips – Who offers these jobs? Where will they go? What challenges will they face?
Rebuild and Resource
Description – A model where quests yield resources to improve something the players care about. This could be a home base, town, vehicle, or kingdom. This gives a central concern and reason for adventure. It’s a great way to use up money and treasure awarded and provides the interesting choice to players, what to keep and what to upgrade. It can allow NPCs to become reoccurring characters to support the location. The reason for its rebuilding could be a conflicting force.
3 Uses – rebuild the town, outfit our kingdom, upgrade the ship
Provisions – Event, Branching paths, Stay a while. The feeling of improvement and accomplishment.
Preparation Tips – What is being improved? Why does it need improving? What are the resources? What quests fit into this location type?