How to Run a Biblical Campaign
A campaign bible is a powerful tool any GM can use to run a better campaign. As long as they don’t f$%& it up by trying to do it right.
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A campaign bible is a powerful tool any GM can use to run a better campaign. As long as they don’t f$%& it up by trying to do it right.
Do you cancel too many games? Do you put off working on too many projects? Do you find yourself falling behind in your gaming obligations? Well, I sure as hell did. And what helped me might help you too.
I hate when people misuse my teachings to ruin things. Like maps. It’s okay to have nice maps. Even if you’re a mapaholic. But you should know how not to use a map. Especially in combat. You need to learn how to run a battle without a grid.
A couple of weeks ago, I delivered a pair of seminars at GameholeCon VII in Madison, Wisconsin. And I recorded the things so I could eventually get them posted over on YouTube on a brand new Angry Games YouTube channel. Which I have now more or less done. Actually less. There were some issues.
Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. Which is what this one is about: calling.
Maybe this is just me being an angry, 40-something, gen x grognard, but gamers today have lost touch with some essential skills. Skills that those fancy core books USED TO teach you. Like mapping. And calling. But this one’s about mapping.
Finishing my look at how I designed the first adventure of my new campaign, I describe how I designed the second scene of Flight to Elturel as a moving parts adventure full of humanity and conflict and s$&%.
Everyone wants exploration in their game and everyone tries to put it there, but almost no one gets it to feel right. Probably because no one can even define exploration. Until now.
If you’re having trouble handling wilderness travel, maybe the problem is you forgot how to use narration and action adjudication to pace your game. Just like every other average GM out there.
Continuing my look at how I designed the first adventure of my new campaign, I describe how I designed the first scene of Flight to Elturel and the three encounters that made it up.
GMs tend to make a lot of bad decisions for good reasons. One bad decision a lot of GMs make has to do with tracking ammunition. Or not tracking ammunition.
The D&D Level Editor that is the DMG would have you believe that an Adventure is just a string of Encounters that maybe all get placed on a map. But there’s something between Adventure and Encounter that good game designers use to great effect. And even though you’re probably not a good game designer, you can use it too.
Recently, I actually got to run a game! And that means I got to write an adventure! And since we’re talking about adventure design right now, I can use that adventure as an object lesson in adventure design.
Table-top RPG adventure designers can learn a lot from video games. But one thing they can’t learn from video games is how to cope with loss. That is, how to make loss and failure part of the game.
Without a goal, a game isn’t a game. And since D&D is a game without goals, that means it’s your job as an adventure designing GM, to set a goal.
If you want to understand Angry’s All-Encompassing Action Adjudication Axiom, it’s important that you know why we even dice. And why dice suck.
How is an adventure like a cake? Both of them are delicious baked goods that I love to eat, except for the adventure. But they are alike in that they need the right ingredients to be any good. And this adventure is all about cakes, adventures, and ingredients. Except it’s not really about cakes. I wish I had some cake.
Much as I would love to sit here and describe the various elements of a homebrew adventure, you’re not ready for that crap yet. You don’t even know how to plan, I can’t tell you what to plan.
I WAS going to rant about ability scores. But I accidentally ended up giving good advice about being inflexible for the good of the game. Sorry.
What if it turned out that everything I ever taught you about action adjudication was wrong? And that there was an entirely different way of looking at actions in role-playing games? Well, don’t worry. Nothing I told you was wrong. But there is another way of looking at actions. And sometimes, everything I told you is wrong. Sometimes, you’re not resolving an action, you’re taking a gamble.
People keep asking me to revisit adventure building. And to make it clear and useful. Maybe spell out a nice, simple process. Fine. Let’s talk about building your own adventures from scratch. Again. Only better.
This isn’t for you GMs to read; it’s for you to print and hand to your players. That way, they can declare actions and play the game in a way that actually let’s you, you know, run a good game. Just let me talk to them. I’ll be nice.
There’s more to narrating combat than just flowery prose. Actually, there’s less. Combat needs less narration, more emotion, and more information.
The first thing every GM does when they decide to create their own setting is to start drawing a map. And there’s no reason for that. Except one reason. Which is why that’s the first thing I did for my Pathfinder campaign.
With a crappy, generic pitch sold to my players, it was time to let them generate their characters. The problem was, they couldn’t do it on their own and I had to be involved. Ugh.
One of my least favorite holiday traditions is the one wherein I get bombarded with requests to explain how to write a good a holiday adventure. Or at least outline one. And I can’t fight it anymore.
What do you do when you’ve got nothing? Figure out how to make nothing sound like something, send it out, and deal with the fallout later. And that’s exactly what I did when my Session Zero for my new campaign fell apart.
For the first time in three years, I – Angry – am running an actual, real-life, regular campaign. And it’ll provide a great example of how to cobble together a campaign you don’t have time to plan or run in a system you haven’t used in years. At least, my Patrons think it will.
Every settlement in an RPG has its own tone. It’s own flavor. At least, it should. If you want it to be good. But how do you convey that tone without just telling the players what it is?
It’s time to finally talk about world building and setting creation. Which means it’s time for the obligatory, overly long semantically discussion about the definition of the thing I’m talking about. Enjoy.