Monday, April 30, 2012

Otherlands - Campaign Workshop

Building a campaign from scratch can be a difficult task. Building and running a successful campaign to its natural, satisfying end can be even harder.
We all participated (as players or GMs) in campaigns that started good and solid but lost momentum or had their main story line dissolve after a while. The GM might burnout and stop pushing the story forward, or the players might lose interest in the story and pull the campaign in every other direction, tearing its original plot apart. Either way – the campaign is probably doomed.


While there are many articles, blog posts and forums dedicated to campaign building, there aren't many real-life examples of the process of building a campaign. I'm not talking about examples and methods for creating the story arc for a campaign, or ways to manage that information (although eventually I'll touch on these subjects as well). I'm talking about how to build a successful campaign that will run for many sessions while keeping the players and the GM engaged.
So here it is, my own Otherlands Campaign workshop, in which I will build a complete campaign from scratch in a series of posts, sharing the process and the end results with you.
What does the process look like? 7 simple steps:
1.       Talking to the players
2.       The campaign slogan and the single-page campaign note
3.       Using character backgrounds as a basis for the campaign
4.       Sandboxing and Circles of Knowledge
5.       Building an episode guide
6.       Dealing with change
7.       Ending a campaign
Let's start with the first step of building a campaign (yes, this step should occure before you even jot your first GM note):
Talking to the players
It's important to understand that players drive the campaign's story. A GM can create a great story arc, interesting locations and unique non-player characters, but the players can ignore all that in a whim and head off to an entirely unexpected direction. There's nothing to stop them, and a GM that tries to force the players back into his own image of the campaign might make them feel cheated and railroaded.
The M in GM stands for Master, but it does not mean we GMs own the game. Therefore, it's very important to talk to the players and try to understand what interests them, what do they find boring and what do they find engaging.
If the main idea behind your campaign is fighting an undead infestation, but the 3 out of 4 players had enough of battering mindless zombies, then your campaign is in trouble. If your idea was to spend hours negotiating at the king's court but your players are only interesting in a slash-n-hack dance with the nearest Goblin clan, the campaign will dissolve and leave you and the players unsatisfied.
By talking to the players and understanding what they like and don't like, you can start storing bits of information that will be used in the next step - the campaign slogan, which I will discuss in an upcoming next post.
Here is an example of an e-mail format I use to send to the players before the game even began:

*  *  *
Hi Guys,
Before we create the characters and schedule a meeting, I'd like to get some information that will (hopefully) make the campaign more engaging and fun.
Please send me an e-mail with the following information:
1.       General character concept (one or two sentences about your characters, like race, profession, interesting background if you have one)
2.       What interests you as a player (politics, combat, mystery, etc.)
3.       Is there something you'd rather not see in the campaign, or is there something you had enough of (saving young dragons from evil princesses, or the other way around)
4.       Is there anything you want your character to achieve through the course of the next couple of levels (a title, a specific magic item, land and followers, etc.)
5.    One important note: I really appreciate it when players tell me what they would like to see in the campaign. It helps me build adventures tailored to your needs and desires.
E-mails saying "I would like to smash my way through hordes of rotting zombies in search for great magical artifacts!" or "Political intrigue in the King's Court!" or "Leading armies of Dragonborn in a crusade to rid the world of Demons!" will not be ignored!
Thanks!
*  *  *
As you get replies, you'll be able to get a better understanding of your players' interests, likes and dislikes. It may sound like a hassle (come on, we just want to throw some dice…), but a short e-mail exchange, a phone-call or a face to face meeting can be a tremendous help later on, when we move to the next step of developing the campaign slogan.
To be continued...

Friday, April 27, 2012

D&D Next: Conquering the World (Part Two)

As mentioned in my previous post, I usually start designing a campaign with the villain in mind. Taking into account that my players might have their own way in my world, I plan for them to get the bad guy eventually, but I also plan and prepare for that rare occasion in which the bad guy wins.

More often that not, the bad guy is the story initiator, while the characters (and the players) drive the story from that point. But what happens in the characters fall behind and make a blunder with their attempt to stop the villain? What happens (to the campaign, to the world, etc.) if the characters drop their quest to stop the villain, searching instead of other hooks and side-quests?

What happens in the bad guy wins?



Let's think about Emperor Palpatine as an example. What would have happened if Luke and his friends (the characters in our fictional tabletop campaign) failed to stop him, or more interestingly, didn't even care? What if they were happy staying at the Mos Eisley Cantina, enjoying the music and the occasional bar-fight, coming out for a short hack-n-slash skirmish with imperial forces or strange aliens?

As the DM, you could force the storyline you prepared down the group's collective throat, but that would just make the players feel like you're forcing a pre-generated script on them. They won't feel as if they are in charge of what's happening to them.


A better solution would be to let the bad guy have his way. As long as his way does not include total annihilation of the entire galaxy population, the campaign can still go on (and I can see ways for it to work even if the goal of the bad-guy is total annihilation...).

The key element that will allow you to do that is to ask yourself a single question about the villain:

Why?

Why does he (she/it/they) do what he does? Why trying to rule the world? Why trying to kill a god? Why spreading war and disease or do any of those things done by villains?

If you (as the DM) can answer that question, that the campaign does not end when the bad guy wins. After all, winning was all part of his plan - the first step in his plan.

What if Emperor Palpatine - using his dark side of the force powers - learnt of a threat to the galaxy, a threat so dire that he needed a strong dictatorship that will last for eons in order to prepare mankind?

What if he was planning to war another galaxy?

What if he planned to become a god made of raw force power?

So you see - even if your entire campaign was designed so that the heroes will stop the emperor and his brutal ways, after he wins, they get to see his real plan. Depending on the reasons for which he was allowed to win, you can design his real goal to better fit the players taste or abilities.

If the players ignored your story because it was boring for not enough engaging, its an opportunity to stop and think about what can you do to make them more engaged and interested.

If the players allowed the emperor to win because they fumbled in their way to stop him, because they made the wrong decisions or (and it happens) ran out of luck in critical moments in the story, now is the time to present another challenge and show them that they still have a chance.

If you like, instead of why? you can ask yourself and then what?


  • Apple's stock will reach 1000$ per share. And then what?
  • Microsoft's new operating system will be installed on 95% of the world's desktops. And then what?
  • Android will take over the tablet market in 5 years. And then what?
  • True AI will be created before the end of this millennia. And then what? 
  • D&D Next will be the most successful RPG system ever. And then what?
Just remember that your villain current goal is just the first step in his plan, and the campaign lives on even if he wins.


Saturday, March 24, 2012

D&D Next: Conquering the World (Part One)

Villains come in many shapes and sizes.


As Roger Ebert had put it:
"Each film is only as good as its villain. Since the heroes and the gimmicks tend to repeat from film to film, only a great villain can transform a good try into a triumph." 
When designing a D&D campaign, I usually start with the main villain. The villain's story, motives and goals usually provides a good framework for the campaign. I then ask the players to create stories for their characters. Weaving the stories I got from my players into the framework I created using the villain's story produces the complete campaign.

After I kick start the campaign, I allow the players to take the reins and direct the story the way they want.

Sometimes, that approach allows the villain to win.

How does that happen? Well, a good example is the movie Seven. The good guys know that something sinister is going on, but they don't know to what end.

 
In my D&D campaigns, sometimes the players fall into the same pit. The villain is one step ahead, either because they fumble around trying to understand what's going on (allowing the villain more than enough time to do his thing), or because they are chasing down their own story lines. When that happens, I sometimes come to a session that takes place half-way into the campaign only to find out that the bad guy has conquered the world. Now what?

Interestingly enough, it happened in real life too. Not that I think that TSR, Microsoft. Google, Facebook or Apple are evil, but each of those companies conquered the world in its own way, or is going it right now. Heck, right now Apple employs more workers than most of the world's armies!

If the villain "wins", what does that mean? For that matter, what does that mean if he "loses"? I need to know when to end my campaign, but since the villain's story is not the story told by the players, the campaign does not have to end with the villain winning (or losing, for that matter).

Since D&D is a shared storytelling game, the campaign should end when the players' story feels finished. This is why I plan for the villain to win, as much as I plan for the villain to lose. While a losing villain is easier to handle, a winning one can be much harder.

How do you keep the story going? What does the villain do after winning? What does his winning moment look like? What does his winning mean to the players, and to the rest of the world?

I'll give you a hint - I look at the same real life examples above for inspiration. More on that in a following post...


Wednesday, March 7, 2012

Writing a 300+ Pages Novel In An Hour

Most of us don't have a lot of time on our hands. We also don't own a time machine (unless you own a Mac).


So how can an amateur writer like me and you actually write a book? Even if we have this great idea for a book, we also have jobs, families, kids, hobbies, and many more obligations that keep us from sitting at our desks staring at our word processors.

Even if we get to sit down for a writing session, the mare thought of those empty 300+ pages waiting to be filled can paralyze even the most determined author-to-be. With a task so monumental, many just don't even start.

So what can we do?


We can start writing, and keep on writing.

"But," I can hear you say. "I don't have time! and if I do, it's by the end of the day, when I am tired and all done for the day..."

I hear you, I've been there myself. Hell, I've been there myself yesterday. After finishing all my daily chores at 22:00, my head spun, and I could barely make sure my kids didn't throw their blankets off in their sleep. Writing? Now? Hmm, I think my laptop needs a recharge. Better do it tomorrow.

But then I thought about that small mathematical formula, the one that can help you write a 300+ pages worth of a novel in one hour. Ready? here it goes:

(1 Page a Day) X (365 Days in a Year) = 365 Pages Novel by the end of the year.

Keeping in mind that formula, I sat down - in my bed, with my Mac charging - and wrote that single page (and yes, it takes about an hour). Sure, it wasn't that beautifully crafted scene I wanted to have by the end of the day, but it got me closer to that far away goal of mine - a book.

Since we don't look back while writing, we need to keep in mind that the time for revisions will come. The first stage of writing a book is sheer output. So even if you don't have time, even if you are tired, even if you just returned from that heavy holiday family dinner - sit down and write that single page. See past the challenge instead of staring at it.

You'll thank me a year from now.

Tuesday, March 6, 2012

Apple and D&D Next

Apple is well known for its tendency to tightly control the aspects of both software and hardware to produce the experience they want you to have.



It's got to a point in which their products were considered as targeted at a smaller elite due to pricing and design. Being asked about it, Steve Jobs shot back his famous "we just can't ship junk" punch-line.

In order to make Apple's product shine, Steve Jobs focused on controlling every aspect of the product, making sure that no-one (not even the users) will be able to take his beautifully crafted iPhones, iPads and iPods and make them something they are not. Hence, the iTunes limitation, no USB connector etc.

If you're a fan of Apple and its products, you realize that in order to get that experience, you have to cope with the fact that some key decisions about how the product is going to be used were taken for you. If you're not a fan, well, you have plenty other alternatives to choose from.

With D&D Next, Wizards is opening the design process (or at least make it semi-transparent) and allowing "users" (players and dungeon masters) to participate and make their voice heard before the product hits the shelves. I don't know how many design decisions are changed according to actual "user" input in the case of D&D, but judging from the D&D Next community site, it seems that somebody listens.

But will this open design approach will make Wizard "ship junk"? If Wizards change even ONE design decision based on users' input, then D&D is not longer a product of careful consideration, design and play-test (and yes, I do believe that AD&D, 3e and 4e went through that cycle). The experience of D&D might be modified according to the whims of its most vocal users out there, and according to some of the posts I see in the forum, some are vocal indeed.

If Wizards try to build the "one size fits all" D&D version using raw input from the community, they might end up with something that looks like it was conceived in Frankenstein's lab, a monster created of incompatible parts bolted together in a bloody, scary heap.

There is a lot of skill in Wizard's offices - no doubt about that - but I would rather use a system that was designed and built to provide a great role-playing experience, than to use a system that was built to satisfy the needs of the most vocal player or DM in the community.

Questions about the roll of skills,  hit points and high level play are too important to be put in the hands of the community. D&D is not about mechanics. It's about an experience around the table with some friends. But the mechanics contribute a lot of the "feel" of D&D, so I'd rather have a designer thinking about that feel instead of making a decision based on some anonymous gamer's light finger on that "Vote" button.

What do you think?