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	<title>Comments on: Hitting the right spot: Campaign Design</title>
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		<title>By: Chando42</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-10547</link>
		<dc:creator>Chando42</dc:creator>
		<pubDate>Wed, 08 Sep 2010 03:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-10547</guid>
		<description>My group&#039;s campaign is very loosely designed, inasmuch as I haven&#039;t really designed it yet. ^^ I didn&#039;t truly know whether the group would take to the game or not, so I did very little prep on the overall campaign. However, now that they have solidified their desire to play and see the barely set campaign mission through to the end, I find myself revisiting my hastily compiled campaign background. By letting the characters do some of the work of determining goals, I have a lot less original material to think up and more reactive plot points for the party. It&#039;s working pretty well so far.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;10547&#039;,&#039;Chando42&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My group&#8217;s campaign is very loosely designed, inasmuch as I haven&#8217;t really designed it yet. ^^ I didn&#8217;t truly know whether the group would take to the game or not, so I did very little prep on the overall campaign. However, now that they have solidified their desire to play and see the barely set campaign mission through to the end, I find myself revisiting my hastily compiled campaign background. By letting the characters do some of the work of determining goals, I have a lot less original material to think up and more reactive plot points for the party. It&#8217;s working pretty well so far.
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		<title>By: Taellosse</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-8228</link>
		<dc:creator>Taellosse</dc:creator>
		<pubDate>Thu, 03 Dec 2009 19:35:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-8228</guid>
		<description>&lt;a href=&#039;#comment-8226&#039; rel=&quot;nofollow&quot;&gt;@Whimsy&lt;/a&gt; - Thanks!  I&#039;ll have to take a look at it in depth later on and see if I can find it useful in my current situation (which, while it isn&#039;t the same as when I made my last post, still obtains, oddly enough).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8228&#039;,&#039;Taellosse&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8226' rel="nofollow">@Whimsy</a> &#8211; Thanks!  I&#8217;ll have to take a look at it in depth later on and see if I can find it useful in my current situation (which, while it isn&#8217;t the same as when I made my last post, still obtains, oddly enough).
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		<title>By: Whimsy</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-8226</link>
		<dc:creator>Whimsy</dc:creator>
		<pubDate>Thu, 03 Dec 2009 16:57:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-8226</guid>
		<description>&quot;Setting the Session&quot; has moved to http://www.amagi-games.org/the-setting-session&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8226&#039;,&#039;Whimsy&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;Setting the Session&#8221; has moved to <a href="http://www.amagi-games.org/the-setting-session" rel="nofollow">http://www.amagi-games.org/the-setting-session</a>
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		<title>By: Taellosse</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-4150</link>
		<dc:creator>Taellosse</dc:creator>
		<pubDate>Fri, 13 Feb 2009 17:03:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-4150</guid>
		<description>I recently finished going through the archives (came here thanks to a link from Wil Wheaton&#039;s blog), and this post in particular stuck out for me, since I&#039;m between games and have a couple of things that might turn into a game, and a definite desire to run something, but I wasn&#039;t sure what to start with.  The &quot;Dawn of Worlds&quot; thing is a really nifty idea, but when I tried to look at the &quot;Setting the Session&quot; thing, I found only a dead link--the whole site seems to be gone.  Was it moved elsewhere, so that I can look at what you linked, or can it be found somewhere else?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;4150&#039;,&#039;Taellosse&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I recently finished going through the archives (came here thanks to a link from Wil Wheaton&#8217;s blog), and this post in particular stuck out for me, since I&#8217;m between games and have a couple of things that might turn into a game, and a definite desire to run something, but I wasn&#8217;t sure what to start with.  The &#8220;Dawn of Worlds&#8221; thing is a really nifty idea, but when I tried to look at the &#8220;Setting the Session&#8221; thing, I found only a dead link&#8211;the whole site seems to be gone.  Was it moved elsewhere, so that I can look at what you linked, or can it be found somewhere else?
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1715</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 08 Aug 2008 16:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1715</guid>
		<description>I have played with an 11&quot;x17&quot; piece of paper and an about 24&quot; square piece of paper.  I don&#039;t think the raw paper size matters much-- though for much larger paper you might consider upgrading the size from 1&quot; diameter (mini bases/quarters) to 2&quot;x2&quot; areas of effect.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1715&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have played with an 11&#8243;x17&#8243; piece of paper and an about 24&#8243; square piece of paper.  I don&#8217;t think the raw paper size matters much&#8211; though for much larger paper you might consider upgrading the size from 1&#8243; diameter (mini bases/quarters) to 2&#8243;x2&#8243; areas of effect.
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		<title>By: nblade</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1575</link>
		<dc:creator>nblade</dc:creator>
		<pubDate>Fri, 01 Aug 2008 23:51:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1575</guid>
		<description>After reading this post, I went and downloaded and read the Dawn of Worlds rules.  I have to say that it would be a rather interesting way to start a campaign. I might have to actually try it out so time for a future campaign. Although, I&#039;d like to know roughly what size a large piece of paper should be.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1575&#039;,&#039;nblade&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>After reading this post, I went and downloaded and read the Dawn of Worlds rules.  I have to say that it would be a rather interesting way to start a campaign. I might have to actually try it out so time for a future campaign. Although, I&#8217;d like to know roughly what size a large piece of paper should be.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1499</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 29 Jul 2008 16:56:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1499</guid>
		<description>Daenu: Great, please take and use anything.  A lot of my ideas are just refinements of something I saw somewhere else-- &lt;a href=&quot;http://www.indiepressrevolution.com/xcart/product.php?productid=16140&amp;cat=0&amp;page=1&quot; rel=&quot;nofollow&quot;&gt;Hamlet of Thumble&lt;/a&gt; put that idea in my head.  [It pointed out that a few early HP and skill points make low levels much more survivable and don&#039;t change high level balance much at all.]

Moonhunter: That sounds like a solid way of doing it. By getting some input you can make sure that you&#039;ll have something they won&#039;t hate, but you have more control than fully collaborative world building would provide.  That&#039;s very handy, since you can ensure that it&#039;ll be compatible with modules or other resources you intend to use.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1499&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Daenu: Great, please take and use anything.  A lot of my ideas are just refinements of something I saw somewhere else&#8211; <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16140&amp;cat=0&amp;page=1" rel="nofollow">Hamlet of Thumble</a> put that idea in my head.  [It pointed out that a few early HP and skill points make low levels much more survivable and don't change high level balance much at all.]</p>
<p>Moonhunter: That sounds like a solid way of doing it. By getting some input you can make sure that you&#8217;ll have something they won&#8217;t hate, but you have more control than fully collaborative world building would provide.  That&#8217;s very handy, since you can ensure that it&#8217;ll be compatible with modules or other resources you intend to use.
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		<title>By: MoonHunter</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1498</link>
		<dc:creator>MoonHunter</dc:creator>
		<pubDate>Tue, 29 Jul 2008 16:26:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1498</guid>
		<description>I tend to keep a bit more overview of the game and world, rather than make it a full troupe creation. My process is not that long, but I didn&#039;t want to post it all here. The steps are: 

1) Start with the tease: Preview a number of possible campaigns. 
2) Poll your players I:  Get bits and pieces they want to see in the game. 
3) With a ruler and some tape: Preliminary World Building
4) Buy the Tickets Choosing the campaign. 
5) With a ruler and some tape II: World Building
6) World Pack:  Campaign Write Up
7) Casting:  Group gets together to create characters
8) Poll the characters II: Get bits and pieces they want to see in the game. 
9) Polish the work. 
10) Start the game.

The whole article is found here: http://www.strolen.com/content.php?node=1461&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1498&#039;,&#039;MoonHunter&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I tend to keep a bit more overview of the game and world, rather than make it a full troupe creation. My process is not that long, but I didn&#8217;t want to post it all here. The steps are: </p>
<p>1) Start with the tease: Preview a number of possible campaigns.<br />
2) Poll your players I:  Get bits and pieces they want to see in the game.<br />
3) With a ruler and some tape: Preliminary World Building<br />
4) Buy the Tickets Choosing the campaign.<br />
5) With a ruler and some tape II: World Building<br />
6) World Pack:  Campaign Write Up<br />
7) Casting:  Group gets together to create characters<br />
 <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> Poll the characters II: Get bits and pieces they want to see in the game.<br />
9) Polish the work.<br />
10) Start the game.</p>
<p>The whole article is found here: <a href="http://www.strolen.com/content.php?node=1461" rel="nofollow">http://www.strolen.com/content.php?node=1461</a>
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		<title>By: Daenu</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1491</link>
		<dc:creator>Daenu</dc:creator>
		<pubDate>Tue, 29 Jul 2008 03:32:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1491</guid>
		<description>We&#039;re in-between campaigns right now, but I&#039;m slanted to run the next one.  Do you mind if I borrow your Zero Level idea for it?  It&#039;s just so... tasty.  

So far as planning goes, it&#039;s pretty hazy right now.  Not even sure what kind of setting to use.  The group world-creation might help with that - we could keep adding &#039;ages&#039; until we get to a ShadowRun level of technology (+3 ages), stop at DnD Modern (+2), Steampunk (+1), or straight-up medieval fantasy.  The Dawn of Worlds link will probably start to creak from overuse ;) 

(By the way, I really like Related Articles links - it reminded me of a couple posts I could use right about now, and introduced a few new ones.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1491&#039;,&#039;Daenu&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>We&#8217;re in-between campaigns right now, but I&#8217;m slanted to run the next one.  Do you mind if I borrow your Zero Level idea for it?  It&#8217;s just so&#8230; tasty.  </p>
<p>So far as planning goes, it&#8217;s pretty hazy right now.  Not even sure what kind of setting to use.  The group world-creation might help with that &#8211; we could keep adding &#8216;ages&#8217; until we get to a ShadowRun level of technology (+3 ages), stop at DnD Modern (+2), Steampunk (+1), or straight-up medieval fantasy.  The Dawn of Worlds link will probably start to creak from overuse <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>(By the way, I really like Related Articles links &#8211; it reminded me of a couple posts I could use right about now, and introduced a few new ones.)
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1490</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 28 Jul 2008 23:26:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1490</guid>
		<description>Swordgleam: That survey sounds like a solid and direct way of getting good guidance-- I&#039;m not surprised it&#039;s working out so well for you.  The second survey question reminds me of Spirit of the Century&#039;s Aspects... the players tell you what interests them and you work it in where it makes sense.

And Pirates make everything better.  Arrrr!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1490&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Swordgleam: That survey sounds like a solid and direct way of getting good guidance&#8211; I&#8217;m not surprised it&#8217;s working out so well for you.  The second survey question reminds me of Spirit of the Century&#8217;s Aspects&#8230; the players tell you what interests them and you work it in where it makes sense.</p>
<p>And Pirates make everything better.  Arrrr!
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1488</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Mon, 28 Jul 2008 20:10:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1488</guid>
		<description>At the start of my last campaign, I passed around a very brief campaign survey that asked, among other things, the players to split 100 points representing their relative amount of interest in Intrigue, Action, Exploration, Shennanigans and Overarching Storyline.

Everyone put most of their points into Shennanigans and Action, and almost no one put points into Exploration. That being the sort of game I have the easiest time running, anyway, things worked out. We ended up with a bit more intrigue and storyline than I had originally planned, but the players seemed to like it. 

The second survey question was, &quot;At some point, I would like to fight...&quot; and then a blank. One of the players filled in, &quot;A princess,&quot; so the second session, that&#039;s what happened. I would never have come up with it on my own, but it was definitely one of the most memorable sessions of the game.

The final question was, &quot;At some point, I would like to&quot; followed by a list of options. I asked them to circle anything that looked interesting, and star the most important ones. I tried to include at least 3-4 of each player&#039;s circled options in the campaign, and all of the starred options. I mostly succeeded, though some of the more divergent ones never came up. Oddly, every single player circled both &quot;Be on the right side of the law&quot; and &quot;Be on the wrong side of the law.&quot;

Having both specific and broad goals helped me a lot in terms of planning. If I didn&#039;t know what to do for the next session, I would just look at the players&#039; lists, and see what I hadn&#039;t crossed off yet that might fit in with the current plot. Then I&#039;d just make sure the session included the requisite mix of action and shennanigans (never difficult), throw in a bit of story and intrigue, and I was done.

I want even more of a kick-in-the-door feel for my next campaign, so I&#039;ll probably warn the players in advance. Other than that, I&#039;m up for anything, though I am partial to that &quot;anything&quot; including pirates.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1488&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>At the start of my last campaign, I passed around a very brief campaign survey that asked, among other things, the players to split 100 points representing their relative amount of interest in Intrigue, Action, Exploration, Shennanigans and Overarching Storyline.</p>
<p>Everyone put most of their points into Shennanigans and Action, and almost no one put points into Exploration. That being the sort of game I have the easiest time running, anyway, things worked out. We ended up with a bit more intrigue and storyline than I had originally planned, but the players seemed to like it. </p>
<p>The second survey question was, &#8220;At some point, I would like to fight&#8230;&#8221; and then a blank. One of the players filled in, &#8220;A princess,&#8221; so the second session, that&#8217;s what happened. I would never have come up with it on my own, but it was definitely one of the most memorable sessions of the game.</p>
<p>The final question was, &#8220;At some point, I would like to&#8221; followed by a list of options. I asked them to circle anything that looked interesting, and star the most important ones. I tried to include at least 3-4 of each player&#8217;s circled options in the campaign, and all of the starred options. I mostly succeeded, though some of the more divergent ones never came up. Oddly, every single player circled both &#8220;Be on the right side of the law&#8221; and &#8220;Be on the wrong side of the law.&#8221;</p>
<p>Having both specific and broad goals helped me a lot in terms of planning. If I didn&#8217;t know what to do for the next session, I would just look at the players&#8217; lists, and see what I hadn&#8217;t crossed off yet that might fit in with the current plot. Then I&#8217;d just make sure the session included the requisite mix of action and shennanigans (never difficult), throw in a bit of story and intrigue, and I was done.</p>
<p>I want even more of a kick-in-the-door feel for my next campaign, so I&#8217;ll probably warn the players in advance. Other than that, I&#8217;m up for anything, though I am partial to that &#8220;anything&#8221; including pirates.
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		<title>By: Cole</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1486</link>
		<dc:creator>Cole</dc:creator>
		<pubDate>Mon, 28 Jul 2008 19:31:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1486</guid>
		<description>@Scott: To tell you the truth, I was surprised myself at how much they wanted to know about this vampire.  Mostly it had to do with having a good cleric in the party.  This cleric plays good to the utmost and he had to be convinced this guy was indeed what he said he was.

Funny thing is that the other players started acting a bit crazy and forced the cleric to do a lot of stuff against his own nature.  At the end of a few sessions the party has done more harm the good in the campaign, which I thought was funny.

@Rafe: It is funny you mentioned about the stereotype.  The players that have played with me for awhile already know not to assume too in the campaign.  A rich lady shopping around in the city may be way more evil than some kobolds attacking them in the woods.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1486&#039;,&#039;Cole&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott: To tell you the truth, I was surprised myself at how much they wanted to know about this vampire.  Mostly it had to do with having a good cleric in the party.  This cleric plays good to the utmost and he had to be convinced this guy was indeed what he said he was.</p>
<p>Funny thing is that the other players started acting a bit crazy and forced the cleric to do a lot of stuff against his own nature.  At the end of a few sessions the party has done more harm the good in the campaign, which I thought was funny.</p>
<p>@Rafe: It is funny you mentioned about the stereotype.  The players that have played with me for awhile already know not to assume too in the campaign.  A rich lady shopping around in the city may be way more evil than some kobolds attacking them in the woods.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1484</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Mon, 28 Jul 2008 18:27:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1484</guid>
		<description>@Scott:  That sounds like a great way to build a world!  I&#039;ll definitely check out that PDF once I get home.  I was actually lazy and downloaded a good size image of Europe (topography only), inverted it and rotated it.  The players might recognize it if I showed them the whole thing but I don&#039;t.  It works nicely for realistic terrain since it is, in fact, realistic.

I&#039;ve always found it funny when a DM would ask for a nice, in-depth background... and then never use it.  So I thought I&#039;d ask for a background that had some meat in it, but that didn&#039;t have to be long.  Some of my players are less proactive, though.  With those, I simply take them aside as we&#039;re doing character creation or after they have a concept and say &quot;How about this?&quot;  &quot;This&quot; usually tends to fit into a broader theme of the game, or into another PC&#039;s background.  It tends to work well.

One character&#039;s background is being explored inadvertently in the first &quot;chapter&quot; of the game, and two others can have theirs done almost simultaneously in another chapter.  A new player is actually the disillusioned apprentice (Wizard) of a main villain, so the villain will have an appearance (and thus bring the apprentice around to face him again).  One of my players just doesn&#039;t care, though, so I&#039;ve helped her create goals around her character&#039;s race and class:  Dragonborn - find a way to bring the fallen empire back and, Paladin - find the Fist of Bahamut.  Has nothing to do with personality, but since the player isn&#039;t too interested, pushing for that would just make her reticent.

@Cole:  That sounds great!  It&#039;s a lot of fun to break a stereotype by using one as a main figure.  It keeps the players guessing and wondering what else may be different.  Should we just smash this werewolf because we assume he&#039;s evil or is he merely a victim?  Maybe marauding goblins are only doing so because a dragon drove them out of the hills where they were perfectly happy to leave the local settlements alone.  Etc.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1484&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott:  That sounds like a great way to build a world!  I&#8217;ll definitely check out that PDF once I get home.  I was actually lazy and downloaded a good size image of Europe (topography only), inverted it and rotated it.  The players might recognize it if I showed them the whole thing but I don&#8217;t.  It works nicely for realistic terrain since it is, in fact, realistic.</p>
<p>I&#8217;ve always found it funny when a DM would ask for a nice, in-depth background&#8230; and then never use it.  So I thought I&#8217;d ask for a background that had some meat in it, but that didn&#8217;t have to be long.  Some of my players are less proactive, though.  With those, I simply take them aside as we&#8217;re doing character creation or after they have a concept and say &#8220;How about this?&#8221;  &#8220;This&#8221; usually tends to fit into a broader theme of the game, or into another PC&#8217;s background.  It tends to work well.</p>
<p>One character&#8217;s background is being explored inadvertently in the first &#8220;chapter&#8221; of the game, and two others can have theirs done almost simultaneously in another chapter.  A new player is actually the disillusioned apprentice (Wizard) of a main villain, so the villain will have an appearance (and thus bring the apprentice around to face him again).  One of my players just doesn&#8217;t care, though, so I&#8217;ve helped her create goals around her character&#8217;s race and class:  Dragonborn &#8211; find a way to bring the fallen empire back and, Paladin &#8211; find the Fist of Bahamut.  Has nothing to do with personality, but since the player isn&#8217;t too interested, pushing for that would just make her reticent.</p>
<p>@Cole:  That sounds great!  It&#8217;s a lot of fun to break a stereotype by using one as a main figure.  It keeps the players guessing and wondering what else may be different.  Should we just smash this werewolf because we assume he&#8217;s evil or is he merely a victim?  Maybe marauding goblins are only doing so because a dragon drove them out of the hills where they were perfectly happy to leave the local settlements alone.  Etc.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1480</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 28 Jul 2008 16:13:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1480</guid>
		<description>Rafe: Dawn of Worlds begins with an outline of a landmass on a map. Each round players roll 2d6 and add the result to their power points, which they spend to alter the terrain or climate, add races, create leaders, found cities, etc. As the game goes on, the prices for things change; in the first phase changing land and climate is cheap, while later changing land is expensive, but creating races and cities drops in price. In the final round, creating new races or altering the land is very expensive, but forming armies and fighting wars is inexpensive.  The time each round takes drops as the game goes on; the first era is 500 year rounds, the second is 100 year rounds, while the last era is 5 or 10 year rounds.

Your examples, keep it simple, keep it coherent, and explore backgrounds are great goals. It sounds like your game should let the PCs make their choices freely and anticipate what&#039;ll happen pretty well. That&#039;s a style of play I enjoy.

Cole: That sounds like a great example of collaboration; together you came up with a good vampire in interesting detail.  It is rewarding when the players take an interest in your NPCs like they are people, not quest giving props.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1480&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Rafe: Dawn of Worlds begins with an outline of a landmass on a map. Each round players roll 2d6 and add the result to their power points, which they spend to alter the terrain or climate, add races, create leaders, found cities, etc. As the game goes on, the prices for things change; in the first phase changing land and climate is cheap, while later changing land is expensive, but creating races and cities drops in price. In the final round, creating new races or altering the land is very expensive, but forming armies and fighting wars is inexpensive.  The time each round takes drops as the game goes on; the first era is 500 year rounds, the second is 100 year rounds, while the last era is 5 or 10 year rounds.</p>
<p>Your examples, keep it simple, keep it coherent, and explore backgrounds are great goals. It sounds like your game should let the PCs make their choices freely and anticipate what&#8217;ll happen pretty well. That&#8217;s a style of play I enjoy.</p>
<p>Cole: That sounds like a great example of collaboration; together you came up with a good vampire in interesting detail.  It is rewarding when the players take an interest in your NPCs like they are people, not quest giving props.
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		<title>By: Cole</title>
		<link>http://www.gnomestew.com/gming-advice/hitting-the-right-spot-campaign-design/comment-page-1#comment-1479</link>
		<dc:creator>Cole</dc:creator>
		<pubDate>Mon, 28 Jul 2008 13:27:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=344#comment-1479</guid>
		<description>This time around, I wanted the PC&#039;s working for a vampire.  The players said he had to be a good. So I created a good vampire as the main NPC
.  Funny thing is that I never planned to explain to the players the vampire&#039;s background and was pretty happy when they asked about it in detail, nitpicking everything he said.   The first half of the first session was pretty much an interview with the vampire NPC.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1479&#039;,&#039;Cole&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This time around, I wanted the PC&#8217;s working for a vampire.  The players said he had to be a good. So I created a good vampire as the main NPC<br />
.  Funny thing is that I never planned to explain to the players the vampire&#8217;s background and was pretty happy when they asked about it in detail, nitpicking everything he said.   The first half of the first session was pretty much an interview with the vampire NPC.
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