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Signs of Campaign Greatness
Posted By Phil Vecchione On April 12, 2012 @ 4:00 am In GMing Advice | 6 Comments
Some campaigns are not that good, some are fine, and some are ones we never forget. In my last article I talked about my Elhal campaign, and how it was one of the great ones. In a discussion on G+ (btw, Circle +Gnome Stew), some Plussers asked me what made Elhal so great. So I did some soul searching, as well as asked some of my players and we came up with some factors that not only made Elhal great, but could make any game achieve greatness.
For a frame of reference here are some important facts about Elhal:
Summary: The campaign was set in a world where the Demon King had conquered the human continent of Elhal 30 years before the start of the campaign. The Human lands were occupied by the armies of the Demon King. The characters were the descendants of some of those who failed to stop the Demon King.
On the surface there is nothing about Elhal that was different from a hundred other fantasy stories. What then made it stand out? Here are some of the conclusions my players and I came up with:
Clear Sense of Purpose – From the initial pitch for the campaign, it was clear that the goal of the campaign was to de-throne the Demon King. Other things would happen along the way, but everyone knew where the game was going. This purpose was a beacon for the players. No matter what was going on, they knew what they were working towards.
Epic Feel – Elhal was an epic story, and thus it was clear that the fate of humanity was at stake. Likewise, it was clear that the characters were not just adventurers but people of purpose. That was conveyed through the tone of the game especially in the way NPC’s regarded the players.
Characters Tied To the Setting – The players did a great job of making characters who were tied directly into the setting. There were no Weirdos and no lone wolves. One character was the son of one of the Kings who fell to the Demon King, the other was the grandson of the King’s assassin. The third initially had a mysterious background with hints of the divine, but I would add some elements to that and fully embed him into the core of the game.
Say Yes, And – There was a lot of saying Yes on my part. I worked very hard not to stifle any of the players enthusiasm, so when a player asked for something, I tried very hard to make that happen within the game, and the characters would have to earn the thing they wanted. When the players said that they would need a base of operations to mount their rebellion, I worked up an arc that would lead them to liberating a city under a terrible curse.
Small Group – There were three players, and later I would add a GMPC when one of the players switched from a figher-type to a Wizard. That small size allowed for a lot of face time for each player, allowing them to grow and develop. It also made combat, which became increasingly more complex at higher levels, to move faster.
Outside Communication – The players were so excited that discussions of the game would spill into email between sessions. These discussions were almost always in first person and often represented in depth discussions about the situations the characters faced. Those metagame moments reinforced the game and added great depth to the campaign, and growth to the characters.
Fixed Problems Fast – When problems arose with something that happened in the game, we worked very quickly to address them and find some kind of solution before we moved on. In one case, the son of the king ordered an NPC to execute someone, something that was more brutal than had been seen before. There was a lengthy discussion both in character and out of character until everyone agreed that the situation was dealt with.
Constant Improvement – During the three years of the campaign I worked on how to make parts of the game better. That included much more creative recaps to make recapping the game at the start of the session more exciting. We moved from using dice as counters, to using illustrated counters. I wrote the occasional fiction piece between games, or wrote some cultural element in the world. I also re-read the rules every year just to make sure we got the most out of the mechanics.
The list above are some of things that I remember about Elhal four years later. Many of those things, are things that I have tried to incorporate into all my campaigns since Elhal, with varying degrees of success. There are likely more things that made Elhal great, and it may never be possible to truly define or capture what makes a campaign great. If there was a simple formula we would all be doing it by now.
What are the things that have made your campaigns great? Do you recognize some of the things that I have mentioned? Do you have some of your own?
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