Let’s talk about the mythical distinction between players and characters. Players are characters. Characters are players. And once you accept that, it’s a lot easier to run a fun game. Warning: this gets ranty.
If you get over the bulls$&% notion that planning a plot is somehow railroading, you’ll discover just how powerful plot threads are as tools for designing adventures and campaigns. In this article, we’ll discuss the basics of plot points and how to build simple and complex adventures around them.
How do you start a campaign? Well, that all depends on what you mean by “start.” There’s lots of ways to start a campaign. Let’s start by talking about how you start starting a campaign. Preplanning and premises.
Every campaign needs something to hold the players together. That’s because players are constantly trying to blast apart. It’s like nuclear physics. Which is why you need gluons. Or glue. Or tortured, mixed metaphors. Whatever.
Designing a campaign is like ordering dinner at The Olive Garden. Except for the parts that aren’t like that at all. Which is most of the parts. Anyway, let’s talk about campaign structures, about the Shape of your game and the Glue that holds it together.
As Henry VIII once basically said, “I’M POPE NOW!” That’s right. Welcome to my church. Now, let’s get dogmatic about campaigns, settings, and adventure paths.
This is it, this is my everything. This is why I’m such a great teacher. This is everything I know about RPGs and GMs and the secret order and structure that underlies them.
Villains are stories, but they are also people. And that means they have personality traits and fears and hopes and dreams and interactions, right? Well, if you want a good game, you don’t want too much of that crap.