UNDERGROUND
ADVENTURES:
CAMPAIGN
CONSIDERATIONS
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THE IMPORTANCE OF SETTING |
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The Importance of the Story |
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The ingredients of a successful
campaign
are myriad, and an
attempt to list them all
is doomed to failure. Even the most experienced
DM, however, can benefit
from the experiences of other
DMs and other campaigns.
This section presents
some ideas for creating
and running a successful campaign ideas
that have worked for many
a referee.
The most important ingredient
in any campaign is a skilled DM
who has the time
&& energy to carefully define and create his
world, and the talent to
communicate his settings effectively. The
next most important ingredients
are willing players who share
common goals with the DM.
Players interested in hack-and-slash
adventures should not be
matched a DM who is interested in
careful plot structuring
and detailed mystery solving.
Most players fit into one
of three general types: Adventurers,
Problem
Solvers, or Role-Players. Each type of party
enjoys the
game, but looks for certain
characteristics that do not necessarily
appeal to other types of
garners.
Adventurers:
These are the bright-eyed, enthusiastic players
that most of us were when
we first played the game. Many players
retain an interest in this
type of game throughout their gaming
careers.
For Adventurers, the high
points of a gaming session come
from physical challenges
that their character abilities allow them
to overcome. These players
enjoy combat above all other types
of gaming activities, and
thus prefer adventures where the obstacles
are physical and dangerous,
and must be overcome by
force.
Such players judge their
characters more on how many magical
bonuses their characters
can bring to bear in combat than on
any deep moral or philosophical
concerns. Characters who are
slain can be replaced quickly,
although players are undoubtedly
disappointed about losing
all the fine magical items their slain
characters had accumulated.
This class of gamer is undoubtedly
the easiest to DM for,
because their needs are
so easily met. A few monsters of increasing
toughness, as long as most
of them have hoarded enough
treasure
to make the adventure worthwhile, are
all it takes to
entertain this group for
weeks on end. Their characters are usually
motivated to enter a dungeon
simply by the prospect of treasure
to plunder, so the DM does
not need to devise complicated
motivations and plot devices
to compel them to go where he
wants.
Even experienced gamers who
generally play adventures in
the other categories occasionally
enjoy a return to the Adventurer
style of play. This type
of play remains interesting and fresh if the
DM uses a little inventiveness.
Use clever tactics for monsters,
and play them intelligently.
Try new variations on existing monsters, <link:
Mind of the Monster>
such as adding poison
or magic use to creatures that the
PCs usually overcome easily.
Monsters that have been wronged
should seek retribution.
Try to vary your approaches
to hiding treasures, and limit the
number of magical items
you allow in the campaign. Potent magical
items should have odd twists
and restrictions, such as a limited
number of charges, or the
ability to work only in a particular
environment (in bright sunlight
or in total darkness, for example).
Ensure that PCs do not succeed
at major encounters unless they
use careful planning, and
make recovering slain characters difficult
By the same token, avoid
instant death situations. Drama
and tension are increased
if a character has several chances to
avoid a terrible fate.
Problem-Solvers:
These players enjoy the game on a different
level than Adventurers.
Problem-Solvers see the campaign as
a great puzzle, and their purpose is to put all of the pieces
together.
For these characters, the
story itself becomes very important.
The more twisted and convoluted
the plot, the better. Battles are
interesting only from the
standpoint of the tactical problems they
present. Problem-Solvers
often go to great lengths to concoct
imaginative and occasionally
workable plans to deal with every
eventuality.
Problem-Solvers also tend
to be very creative with the rules of
the game, so a successful
game requires a DM who is creative
and consistent. These players
often try to devise new equipment
&& magical items.
They are extremely enthusiastic about gaming
sessions that offer something
unique and challenging, and
quickly tire of campaigns
that become routine.
Problem-Solvers are tough
to referee because they get bored
with anything that does
not seem new. Since the party requires
mental challenge to remain
interested in the game, the DM must
come up with appropriate
adventures:
hard enough to be challenging,
but easy enough to be solved
with sufficient effort.
Don’t hesitate to borrow
tricks,
traps,
and encounter ideas
from books and other sources.
Provide your PCs with motivating
backgrounds, and let the
players come up with their own objectives.
Use incidents such as random
encounters to present mysteries
and clues to the players.
Define your NPCs with care, and
provide them with motivations.
Problem-Solvers often relish
nothing so much as a story line that presents a mystery to be solved.
They eagerly seek clues
&& assemble plot elements as if they are truly
putting together a puzzle.
Players may spend much time
debating various courses of action, and often these debates are great fun
for all concerned.
Many of us have fit into
this category at some
point in our gaming careers.
Role-Players really enjoy creating
every detail fo their character's
lives, down to ancestry and minor
possessions. Role-Players
are not satisfied with being told that
their party has acquired
the necessary equipment for an xpedition
at the general store. Instead,
these players want to role play
the whole shopping experience,
and enjoy haggling over pennies with the poor
shopkeeper (and his DM stand-in). <>
Role-Players view
adventures
as opportunities for their PCs to grow.
These characters may be
developed to a
level of almost painful
detail. Role-Players almost always include
one or more faults among
their PCs’ characteristics, since this
adds to the characters’
believability.
Each PC’s personality is
important. Players are interested in
their character’s motivations,
and try to react to circumstances as
their characters would.
Role-Players enjoy interaction, both with
NPCs
and with other PCs. They often try to TALK
their way out of
problems that other players
might solve with brute force.
Since Role-Players view their
PCs as the sole reason
for playing, the motivation
for the adventure must be something
that is important to these
characters. This is generally not
hard for the DM to devise.
A character with very important family
99
ties, for example, can easily
be encouraged to participate in an
adventure if the family
name can be hoisted to greater glory by
his exploits--or, conversely,
saved from a terrible dragging
through the mud.
Anything that affects things
the characters value is enough to
send them into the
dungeon. Characters who have been held
prisoner, scarred, or otherwise
harmed, can easily be motivated
to participate in an adventure
where vengeance is a motivation.
The old plot
device of rescuing a kidnapped prince, princess,
etc., always draws these
characters into an adventure if the victim
is someone close to them.
It should not be difficult
for a DM to determine where his players
fit among these three categories.
While most players represent
a blend of the three types,
with emphasis in one AREA, the
categories are useful for
determining the general thrust of your
game. A successful campaign
must provide challenges for all
three types of players.
Once you have determined
what types of players you have, it
becomes your task to see
that each type of player in your campaign
has fun. If all of the players
are Adventurers, create a series
of challenging and exciting
action encounters with appropriate
levels of reward. If all
of the players are Role-Players, populate
your dungeons with interesting
NPCs and provide opportunities
for interaction.
If your players include more
than one of these basic types,
however, you need to do
some juggling to make sure that each
player is entertained. The
key to successful juggling is feedback.
Feedback is info you gain
about your players by watching
&& listening to
them. It is not hard to notice when a player is
bored or overly frustrated,
simply by observing facial expressions.
These observations can be
made while you are running
the
adventure--and are an important part of a DM’s job.
If you notice that Adventurers
are getting restless while the
Role-Players are thoroughly
enjoying a chance meeting with a
group of pilgrims, perhaps
it is time for a random encounter. You
could also challenge the
Problem-Solvers in the party with the
same encounter--perhaps
a group of bandits attack, and as the
last one expires he murmurs
an obscure clue to a mystery that
the party has been working
on. Alternatively, Problem-Solvers
might observe something
unusual during the encounter, or discover
something significant through
a SEARCH.
When running
a game, try to make it a point to talk to each
player every few minutes.
Listen carefully to their responses,
_______________________________
reading between the
lines if necessary.
_______________________________
Any {time}
a player sounds listless or bored, it is time to juggle something challenging
into their path.
Through successful juggling,
a campaign including players of
all three types can be run
smoothly. The key is to reward players
for each style of play during
an encounter. All the players will find
things to interest them
in the campaign, and the variety of player
types and DM challenges
should keep the game fresh and
inspired.
Designing the Adventure and the World
Determining the type of game
that is best for your group is only
one of the challenges facing
the DM. The other crucial ingredients
the DM must provide are
the settings and story line for the
campaign.
Settings include all locations
that the PCs are allowed to
adventure in. It also includes
the NPCs and creatures that may be
encountered there, as well
as info about the relationships
among the denizens of the
dungeon. Not all of these items must
be presented in great detail
at the beginning--it may be enough
to say “orcs
live here” and work out the hows and whys at a later
date, presumably before
the PCs decimate the orcs.
A story line should be roughly
worked out ahead of time. A
good story can draw all
types of players into a game.
In any case, the DM does
not have to prepare either the story or
the setting entirely in
advance. The following sections detail techniques
that can give players the
semblance of a thoroughly
designed and well-thought-out
world as they begin their campaign
experiences, but still allow
the DM to create new and entertaining
features as the campaign
develops and the PCs’
motivations and intentions
become clear.
As in any role-playing campaign,
the underground game benefits
from careful preparation
by the DM. While it is not necessary
to outline the entire campaign
in advance, the more time that the
DM spends in preparation,
the better the result is likely to be. If
conflicts and locales are
anticipated ahead of time, fewer on-the-spot
decisions need to be made.
Thus, the players’ impression of
a consistent and reasonably
believable fantasy world is maintained.
WORLDS
OF ADVENTURE:
THE IMPORTANCE OF SETTING
A campaign
world is a DM’s unique creation. It requires a lot of
work and can provide DM
and players alike with a great deal of
enjoyment. Successful world
design is a blend of many factors,
some of which are described
here.
Richness of Detail | Variety of Options | Consistency | Intelligent Races | Uniqueness |
Worlds of Adventure | - | - | - | DSG |
A few fundamental decisions
must be made before the world
design can properly begin.
The scope of the campaign must be
determined so that the DM
knows what to define. An underground
campaign, for example, requires
little detailing of continents,
seas, and nations on the
surface of the world. A city, town,
or village location is probably
still necessary if the PCs are themselves
surface dwellers--this provides
them with a base of operations.
If the
underground environment is made up of many dungeons,
connecting caverns,
and underground realms, the DM must
make a general determination
of the scope of these locales and
their relationships to each
other. Do creatures from the underground
realms
visit the dungeons? What types of civilizations
can be found deep within
the earth? These questions need not
be answered in great detail,
but they should be considered. Then
if characters in a dungeon
capture one of the deep-dwellers, you
can at least give consistent
answers as they interrogate him.
At first, it is not even
necessary to determine facts such as “the
drow
live over here, and the duergar down
there.” As long as you
know what types of races
live there, you can assign their exact
locations later. You can
also add more races later as the game
develops. It is much more
difficult to remove a race that you have
thoughtlessly located somewhere,
so consider these placements
carefuIIy.
The general social structure
of your campaign setting also
requires thought. Do you
want to create societies of clearly
defined good and evil alignments
and practices? While such
societies are admittedly
unrealistic, they are easier and less time-consuming
to design, and allow players
to identify friend and foe
with relative ease.
Would you prefer to have
complex, realistic societies?
Good
and evil can be in opposition within the same society, and players
need to carefully plan and
implement their actions when interacting
with these societies.
Real-life sources are common
and very useful aids to DMs who
are planning a world. The
source can be a novel or series of novels
in a fantasy mode, a study
of a medieval or ancient society, or
a game aid created specifically
to help DMs with this problem. A
good source answers many
questions about the world, freeing
the DM to concentrate on
the specific details of the game.
The most important key to
world design is variety. A good campaign
world has areas both known
and unknown to the PCs.
Some locations are safe,
and allow the characters a chance to
REST after an expedition,
while others are known to be dangerous,
and offer myriad opportunities
for adventure. Still others might
seem to be quite safe, yet
could conceal deadly dangers that the
characters encounter at
some opportune (or inopportune) time.
In no case should the players
be able to predict all of the characteristics
of one location simply because
“we saw a place just like
this a few months ago.”
Richness
of Detail: The specific details of a world give it much
of its flavor and realism.
Details regarding locations, people,
monsters,
and cultures are all important. When you create a
detail for one part of your
campaign, be sure to make a note of it
so that the detail remains
consistent the next time it is encountered.
For example, if you plan
to create a sect of evil clerics for your
PCs to encounter frequently
during their travels, decide what
color
robes these priests wear. They must have some kind of holy
(or unholy) symbol--what
does it look like? How is it displayed?
Adding details to your world
is something that takes time, and
you should not try to detail
the entire world at the start of your
campaign. Provide details
only for those areas that you anticipate
the PCs visiting in the
near future. Once designed, details for a
specific AREA often give
you important head starts on detailing
later areas. The evil clerical
sect is a good example of this: those
clerics can be described
to the PCs in careful detail every time
they are encountered thereafter.
<see Appendix III of the DDG>
If you have time, try to
invent a general historical timeline and a
collection of common lore
for the world. Creating or drawing upon
an existing pantheon
of deities is very helpful, especially for clerics.
Create a few long-standing
mysteries of the world -- mysteries
that, sooner or later, the
PCs may wish to solve. (Be
sure you have some explanation
for the mystery ready by the
time the PCs investigate
it!)
Variety
of Options: This feature of world design is a double-edged
sword that and must be handled
carefully. In most cases, <>
you have a specific course
of action that you {wish} the PCs to follow.
This is the AREA you have
detailed and the encounters you
have designed. If the characters
take off in the opposite direction,
you not only have to invent
off-the-cuff encounters to replace your
prepared masterpieces of
design, but you have wasted many
hours of adventure preparation.
However, a skillful DM can
channel characters into the settings
and encounters he has planned,
while making the players think it
is their idea all along.
This can be accomplished with a matrix of
possibilities that all lead
to one conclusion.
For example, say your characters
are hanging around the town
square of a small community,
idly swapping stories with the old-timers.
You want them to explore
a remote keep, high in the
mountains,
that you have designed in painstaking detail. How do
you get the PCs there, without
letting them know that this is
where you want them to go?
Of course, most players cooperate if
you simply tell them that
this is the AREA you have prepared for the
evening’s game session,
but this is an inelegant and heavy-handed
method of motivating players.
Instead, create a variety
of small encounters for the town
square, each of which could
send the characters in a different
direction, but each of which
also ties in to the eventual goal of the
mountaintop keep.
In addition, the world must
have different types of locations. In
above-ground settings, important
differences can be defined by
climate.
Underworld settings do not have this readily defined criteria,
but still require variety.
Natural and artificial settings
can provide a Source of variety.
The sizes, shapes, and physical
features of each AREA should
have at least one or two
unique characteristics. The inhabitants
of an AREA can provide another
source of variety. An expedition
that encounters nothing
but orcs && ogres
becomes boring very
quickly unless the monsters
display ingenuity and variety in their
tactics.
Although areas can contain
similar mixes of monsters if your
underlying world structure
allows, try to add variety by having a
few individualistic monsters.
Perhaps an orc chieftain fancies
himself a skilled judge
of fashion, and thus has outfitted his
troops in a particularly
garish collection of costumes, while
another is so starved for
news of the outside world that he lets his
captives live as long as
they keep him entertained with stories
(fanciful or true) of their
homelands. If you feel that your campaign
has grown too predictable
and it has been a long {time} since
you surprised the characters,
now is the ideal time to spring some
unusual setting or encounter
on them. A sudden surprise can do
a lot to make up for a few
weeks of stale adventuring.
It is also important to provide
a variety of both dangerous and
safe places and encounters
with creatures of good and evil.
A
game where every
encounter places the characters face to face
with a monster,
forcing the PCs to kill or be killed, soon loses its
lustre for even the most
bloodthirsty
players. It is far better to drop
in a friendly or helpful
NPC encounter now and then. Be sure to
include some realistic consequences
should the PCs decide to
shoot first and ask questions
later.
Some places should be presented
as tranquil havens in which
the adventurers can REST
&& recover. Whether in a wilderness,
city, or underground
locale, a brief period of R&R
for the PCs makes the periods
of danger ahd adventure seem
that much more exciting.
While you can certainly toss in an occasional
dangerous encounter when
the players are in a place that
they consider a haven, do
not make a regular practice of it. If players
cannot expect peace and
quiet anywhere on the world,
adventurers often lose some
of their basic motivations.
Consistency:
By definition, a F.R.P.G.
postulates
the existence of a fantastic
location where the PCs can
live and have adventures.
As such, the location is not real, nor
should it appear to be real.
However, any fantastic setting
should be created with an
underlying idea of why it
is there and how it functions. Very often,
these reasons have some
basis in the past or present real world.
A feeling of familiarity
about an AREA is more important than realism
to the success of the campaign.
For example, everyone
knows that dragons
are not, and never were, real. Yet the concept
of a huge reptilian creature
with wings, breathing fire and devouring
people, is familiar to most
people. Therefore, when player
characters encounter a dragon,
the players have a sense of
familiarity with the creature,
and by extrapolation, with the world
the dragon inhabits.
If you use a source of material
for your world, then try to be consistent
with that source to the
extent that this fits into your plans.
Do not slavishly devote
yourself to re-creating the source world at
the expense of good gaming,
however. Use those pieces that
augment and improve the
game as a basic framework for your
world, and ignore the pieces
that are not consistent with your
goals.
If a historical period and
location such as medieval Europe is
the basis for your campaign
(as indeed it is for the game itself!),
then certain aspects of
that environment should be familiar to
your players. A castle,
for example, has many well-known characteristics.
Non-player character roles
are often familiar: blacksmiths,
<>
serfs, merchants, etc.
Another important sense of
familiarity should grow with the
game itself: the world must
be founded upon a set of rules that all
creatures and civilizations
live and die by. Once you establish
principles upon which the
world operates, they should remain
consistent unless you have
a very strong reason for changing
them. You may wish to establish
simple laws of nature, such as
the changing seasons, mountaintops
encased in snow and ice,
or regular tides.
Once a determination is made for a world, it
should remain in effect
for the duration of the campaign.
As PCs explore a new world,
it becomes increasingly familiar to
them, and they begin to
feel more at home. This does not mean
that they know what lies
behind each tree, or that there is no mystery
they cannot solve--it is
simply a natural growth of familiarity
that can contribute to the
players’ enjoyment of the game.
Familiarity of social interactions
is another AREA in which campaigns
are often based upon real-world
analogies. Thus the consequences
of the player characters’
actions fit society’s
interpretation of those
actions. A thief who is caught plundering
the village treasury should
be required to pay a stiff penalty consistent
with the laws of the land.
Since virtually all civilizations
develop some kind of structure
(laws) to control the actions of its
members, these laws can
logically be extended into a fantasy
world. In fact, without
laws and their consequences, the role of a
thief becomes very dull.
Intelligent
Races: The successful creation of intelligent races
is an AREA requiring a great
deal of the DM’s attention and foresight.
Whereas the exact characteristics
of a band of monsters
may be generated quickly
and casually, attempts to quickly
design an intelligent race
often blow up in the DM’s face.
If the race
is completely original and unique to your world, the
task is extensive. If you
are using a branch or variation of a known
race, including humans,
you have a base of info to
expand upon. In any event,
there are several points about the
race and how it fits into
your campaign that you should consider.
What do its members look
like?
This issue is central to
the creation
of a new race. The answer
should include a determinatibn
of the creatures’ game
statistics for all applicable areas. Remember
that creatures generally
look the way they do for a reason.
Consider any known races
that may be related to the new creatures;
these can provide an initial
framework for the new creatures’
appearance. The appearance
and game stats of the
creatures should fit into
the role you have planned for them in the
campaign: are these creatures
supposed to challenge, terrify, or
befriend the PCs.
* How does the race live?
* What do its members eat and where do they get their food?
* How do they prevent other
creatures from devouring them?
If the race has a specialized
combat tactic, now is the time to plan it out.
If the creatures present
a problem to neighboring races, decide on the nature of the problem.
* Do the creatures fight among themselves?
* Is the race
civilized, and if so, to what extent?
Just because a
race is intelligent does
not mean that it has achieved anything
like civilization. Hallmarks
of civilization that can aid in defining
the level of a society’s
advancement include literacy, ability to
work metals and build things,
and knowledge of the world beyond
the race’s borders. The
level of civilization often determines
how well the race fares
in its conflicts with neighboring races. It
can also serve as a guideline
for how much of the race’s history is
known, and whether such
knowledge is documented or passed
along by word of mouth.
Civilization also determines
what kind of settlement the creatures
live in. Generally, the
more ADVANCED the civilization, the
larger the settlement. This
does not mean that all members of an
intelligent race live in
a large city if the race is civilized. Do the
members of the race live
in manufactured dwellings or natural
shelters? If they are manufactured,
what level of technology is
required to accomplish the
construction?
* What are the race’s
customs? Any intelligent race develops an
assortment of customs during
its existence. Often, the reasons
for these customs are no
longer apparent, and the customs have
attained the status of rituals,
performed for time-honored but
now-forgotten reasons. Other
customs have their basis in the
preservation of the society
and its members. For example, the
showing of an empty palm
or the corresponding gesture of a
handshake could well be
outgrowths of an ancient custom for
showing another that you
raise no weapon against him. Customs
can be very complicated
and puzzling to outsiders.
It is not necessary to determine
all of a race’s customs before
you introduce its members
into your campaign. Often new customs
can be developed to further
your story or explain actions of
the creatures that are necessary
to advance your game. It is wise
to develop a few customs
for each new race, however, since this
allows you to present the
race in greater detail when it is first
encountered.
* What are the race’s limitations?
* Does it have any significant
weaknesses that the PCs
can exploit?
* Are the leaders skilled?
* What types of weapons does it use, and how good is combat morale?
* Does it have any specific immunities or invulnerabilities?
* Finally, what are the race’s likes and dislikes?
Many of these
should be natural outgrowths
of the other questions you have
asked yourself. If the race
survives by slaughtering and devouring
the neighboring glocks,
then it is a fair bet that they dislike the
glocks. If the situation
is reversed, then the dislike is a certainty!
A race that makes a point
of living in isolation probably dislikes
strangers, whereas one that
survives by TRADE usually welcomes
newcomers. Keep in mind
the importance of appearance and first
impressions when answering
this question. Creatures naturally
feel friendlier toward other
creatures that resemble them, and
may be completely horrified
at the sight of creatures that look
very different.
Uniqueness:
This characteristic is not difficult to achieve.
Every DM has his own style
of play, and this makes each campaign
unique to a certain extent.
However, you should also strive
for uniqueness within your
world.
Even if you have based your
campaign
world upon a real-life
source, you should try to
add your own creative elements as well.
Consider using unusual names
to give your campaign a distinctive
touch, whether you are naming
places, people, or even
objects. Create unusual
or new forms of architecture and plant
life. Try to devise original
ways of handling the typical problems of
city and village life. Unusual
superstitions and practices also help
differentiate your world
from everyone else’s.
There are times when you
may not wish to add unique elements
to a campaign,
however. If you are trying to re-create a
world that someone else
has designed or created, you may strive
to be as true to the original
creation as possible. A DM who based
his world on a fantasy book
or series of books would probably
want to be as faithful to
the spirit of the source as he possibly
could.
PLOT
AND COUNTERPLOT:
THE
IMPORTANCE OF STORY
The story you design for
your players is just as important as the world setting you create.
In fact, the story line
may be the most important element in your
campaign.
In fact, the DM’s function
may be viewed as that of a bard || storyteller
who creates the stuff of heroic fantasy with the help of a few imaginative
players.
In this capacity, many DMs
leave considerable room for improvement.
The following suggestions
are offered to rectify this.
If a DM is willing to USE
them, his skill as a storyteller will improve, and both players and DM
will have more fun with the adventure.
Exposition | Development | - | Climax | Denouement |
Plot and Counterplot | - | - | - | DSG |
Standard story structure
has changed little in the ages since writing was developed.
It must be assumed that
the predecessors
of early writers--those
storytellers who spun tales for spellbound
audiences gathered around
the ancient hearth
--understood and exploited
this structure as well. The wise DM
understands this time-honored
technique and uses it in his campaign.
* The standard structure
of a story begins with an exposition that
introduces the listener,
reader, or player to the location and circumstances
of the story, and often
provides hints about the
story’s main conflict. The
exposition should arouse the curiosity
of the players, and motivate
them to take part in the adventure.
* The story then develops
for a variable span of time, until it
reaches its climax. Such
story development allows the players to
gradually learn more about
the plot. Tension increases as the
players realize that something
big is at stake, or that danger is
imminent. A long story should
have several climaxes along the
way.
* A climax
is distinguished by a resolution of one or more of the
major conflicts in the story.
In game terms, the climax is generally
a showdown between the PCs
and whatever major source of evil
they faced throughout the
adventure. In order to be satisfactory,
the climax must occur after
the characters have overcome a
number of lesser challenges,
each leading them closer to the
final encounter.
* Finally, the story
closes with a denouement. This is a short period
of retrospection, during
which the victors enjoy their spoils
and review their accomplishments,
and the vanquished count
their losses and try to
understand what happened. The denouement
is as important in a gaming
session as it is in a written story.
It allows the PCs a chance
to ask 'questions' of each other (and
perhaps the DM), and should
be a pleasant period of basking in
glory before the next challenge
arises.
All of these structural elements
should be present in the story
created by a DM. As in any
story,
the exact timing && placement
of each part of the structure
is left to the storyteller’s judgment.
The individual elements
of the story are examined separately
below.
Exposition:
This is an important feature of the story, since this
is where you must capture
the players’ attention and motivate
them to discover the plot.
A good exposition gets your story off to
a strong start.
A common mistake of DMs (and,
alas, module designers) is to
have a NPC
deliver a long, detailed speech to the <an>
PCs, who meanwhile are supposed
to sit and listen and then
agree to do whatever the
NPC suggests. Understandably, players
almost always find this
boring, and the poor DM is off to a bad
start already.
While the plot and conflict
of a story often demand that the
players be given a great
deal of info ahead of time, this
can be accomplished without
resorting to long, tiresome
speeches. Instead of reading
an introduction, the DM can act out
an encounter with an important
NPC, giving players an opportunity
to ask questions. You may
also wish to distribute maps, charters,
documents, or other handouts
to the players. If the PCs are
involved in the exposition,
they will enjoy it much more than if
they were passively receiving
the same information.
Another successful exposition
technique is to prepare information
cards and distribute them
to players at the start of the
game. The players then read
their cards out loud, introducing
each other to the story
and becoming a part of it themselves. Ideally,
the info given should fit
the format of presentation.
For example, if the PCs are
attending a parliament meeting (or
town council, or any similar
assemblage), each player should
momentarily assume the role
of one of the speakers while he
reads the information on
the card. This adds an additional element
of role
playing to the other advantages of the technique.
After they have presented
the exposition, the players are allowed
to keep the cards, and thus
have handy references to the information
needed to start the adventure.
Another time-honored technique
DMs can use to introduce
players to a story is to
engage the PCs in a combat encounter
immediately. This is especially
effective with parties of
Adventurer-type
players. A sudden combat encounter forces the
PCs to act as a team and
gets them involved in the story immediately.
The attackers should reveal
some vague clues as to their
purpose, either during the
attack or through the confessions of
prisoners taken in the battle.
Following the combat
encounter, the DM can afford to spend a
little more time on the
exposition, since the players have already
had a taste of action. If
you feel you must handle your exposition
by delivering a long speech,
try to precede the speech with a
combat encounter. Usually
players are more willing to listen at
this point than when they
first sit down to the game.
Another popular exposition
technique is useful if the players
and DM have a chance to
communicate between gaming sessions.
To employ this technique,
the DM provides pertinent
expository info to some
or all of the players a few days
before the
game begins. If the players have a chance to discuss
the adventure before meeting
for the game, they can make plans
ahead of time rather than
waiting for the first gaming session.
Development:
The development of your story occupies more <not a word that Elminster
likes>
game time
than all of the other structural elements put together.
The story can develop in
several ways, and ideally the DM will
employ more than one technique
during the game.
Encounters
or events can provide fine story development, if
the creatures encountered
bear some relationship to the story’s
primary villain or adversary.
When PCs battle the minions of their
foe, they cannot help but
learn things about the opposition. Such
readily gained facts can
include what type of creatures they are
up against, how enthusiastic
those creatures are in the pursuit of
their cause, how well-trained
and equipped they are, and what
motivates them to serve
their current master.
Noncombat encounters can
provide valuable story development
as well. Sages,
seers, beggars, and other NPCs can be
used as gentle prods, providing
information that should send the
PCs in the right direction.
Puzzling notes, or maps concealed in
cipher can also provide
clues for the adventurers.
Not all encounters in the
developmental stage of the story need
to advance the plot, particularly
when you are refereeing for players
of the Adventurer
type. Random encounters, for example,
nearly always serve little
purpose other than to create a sudden
or challenging problem for
the characters, and often give them a
chance to engage in combat.
If your story is ADVANCED primarily
by noncombat encounters,
it may be particularly important for
you to throw in a few random
encounters, if only to keep the players
interested. Some players,
of course, become engrossed in
the story itself and do
not need to be entertained by unexpected
combat encounters, so judge
your feedback carefully to decide
when a combat encounter
is necessary.
Eventually, combat
encounters should serve to point the characters
toward whatever location
|| circumstance you have chosen
as the climax of your story.
This climax need not be reached
in a single gaming session,
of course, but you should try to
arrange a semi-climactic
encounter for the final combat of the
evening. This allows the
players to feel that they are making
headway toward reaching
their overall objective, and can make
each gaming session a short
story in its own right.
The climactic encounter of
your story should be carefully
planned, with game
balance a primary requirement. While
you can easily adjust the
balance during any encounter in which
the fight seems to be going
too smoothly or too dangerously for
the players, the climax
should be crafted carefully so that no fiddling
is necessary. The encounter
should be balanced so that if
the PCs are run intelligently,
they have a reasonable chance of
overcoming whatever obstacle
you have chosen-and possibilities
for escape if they fail.
Ideally the climactic encounter
of the story should involve more
than a straight sword-swinging,
spell-casting melee. The players
should face mental as well
as physical challenges. The climax
will seem most rewarding
to them if it allows the PCs to face the
adversary who has controlled
the evil forces throughout the story.
Typically, this adversary
is encountered in its lair, but this does
not have to be the case.
A climactic encounter should
include the possibility of claiming
one or more of the character’s
lives, even if the party wins the battle.
Of course, it is not necessary
for any characters to perish, but
a sufficient challenge generally
requires a foe with deadly potential.
As you design the climactic
encounter, consider the tactics that
the adversary is likely
to use. Tailor these tactics to the intelligence
of the foe’s leaders, and
remember that the fight should
seem every bit as important
to them as to the PCs. Therefore,
allow the adversaries some
special aid, such as magical items or
special defenses, particularly
if the PCs are well
equipped with magic. Perhaps
the primary foe should be given
an emergency escape route--the
climax of a story does not
mean that either the villains
or the heroes must necessarily die.
Some of the most enjoyable
and long-running campaigns center
around PCs trying to finish
off a powerful villain who always
seems to escape at the last
minute.
Ideally, your climactic encounter
should allow several potential
solutions to the problem.
Be flexible--if your players come up
with a creative response
that has not occurred to you, allow them
to try it. A given encounter
should have more than one route to
success.
Consider also the staging
of the climactic encounter. Where
do <>
you want it to take place?
If it is not in the creature’s lair, choose a
location. Try to include
some dramatic visual effects, perilous terrain,
or portentous occasion.
This is a common cinematic technique.
An evil temple or a bridge
swaying high over a fiery chasm
is a much more dramatic
setting for a climax than a randomly generated
dungeon corridor.
Most importantly, when planning
the climax of your story, make
it dramatic! The player
characters should feel threatened by the
challenge you have created,
and exhilarated if they overcome it.
The encounter
should be tense, with its outcome in doubt to the
very end. Even if the PCs
fail, they should feel that they have
accomplished something significant
by pursuing the adventure
as far as they did. (Unless
of course, they fail through poor play or
lack of cooperation, in
which case you should point this out to
them.) The setting should
add to the drama, not detract from it.
The key goal is that everybody
has fun.
Denouement:
The primary function of the denouement (pronounced <accent?>
day-new-MAH) is to tie up
loose ends. If the PCs are victorious,
they should have a chance
to peruse the AREA where they
located their foe (assuming
this is appropriate), and perhaps gain
a choice magical item or
two. Allow them to find clues that answer
many of their questions.
Newly rescued, and very grateful, prisoners
are often a useful source,
allowing PCs to address many
questions that might not
otherwise be answered.
This should be a time
of safety, since the major foe has been
overthrown. Generally, a
minor encounter following the climax
cannot help but seem anticlimactic.
Like all of the other suggestions
in this section, this one
is not CAST in stone. If the PCs seem
a little too arrogant about
their victory, a sudden surprise attack
can serve as a reminder
of their own limitations.
Often, the denouement provides
an important piece of info
leading the PCs to their
next adventure. This is a fine tactic
for keeping the plot moving
along, particularly if the adversary of
the new adventure is somehow
related to this adventure’s vanquished
foe. It also avoids starting
the next adventure with the
same old “You’re gathered
together at the inn, and a mysterious
stranger. ...”
A good role-playing campaign
usually relies on more than one
story
at a time. The DM may tailor individual stories to the different
types of players in the
gaming group. Often, a long-running
story provides a framework
for all of the adventures in a campaign,
while each gaming session
tells a story within itself. A
story line can be dropped
temporarily while characters adventure
or perform other activities,
and be resumed when characters
return to the original location.
Many a successful campaign
is designed around a series of
stories that follow each
other sequentially, all sharing the same
grand purpose. Such campaigns
emulate the time-honored literary
form of the heroic epic.
An epic is a single story
with many episodes. The characters in
the epic all pursue a fine
and noble purpose, and each interrelated
adventure attempts to bring
them closer to achieving this
purpose. Purposes suitable
for epic stories must be truly broad in
scope, and include such
things as saving a world or nation,
defending a god or religion,
and exploring a vast and uncharted
realm.
The main characters in an
epic are traditionally of good alignment,
although some variation
is possible. In any event, the
grand purpose of an epic
should be a cause sanctioned by good,
rather than evil, forces.
The characters participating in the epic
are often changed--usually
for the better--by their participation.
The purpose, if and when
it is achieved, is gained at some cost to
the heroes.
Creating an epic is a fine
way to enjoy a role-playing campaign.
The nature of the form provides
an overriding conflict that can
last for many game sessions,
perhaps covering years of play. The
isolated challenges that
must be overcome make for ideal adventures
of one or several gaming
sessions. PCs
advance in level during
the course of the epic, becoming more
capable of dealing with
the mighty forces of evil that create the
great conflict. If the epic
is effectively presented, each small victory
along the road to the final
confrontation serves as a reward to
the PCs, who no longer rely
on gold && magical
items as the sole
measure of their characters’
successes.
An epic must MOVE along,
however, or the ultimate goal
becomes so distant to the
characters that it seems virtually unattainable.
The objectives that the
PCs accomplish along the way
should be challenging and
dramatic, allowing plenty of the kind of
action your players prefer.
Ideally, each gaming session should
end with some sort of plot
climax,
and a major objective should be
accomplished every three
or four sessions. Of course, an alternative <3 or 4>
to ending the gaming session
with a plot climax is to use a
cliffhanger ending, which
places the PCs in a difficult and dangerous
predicament that is not
resolved until the next session.
Players have a remarkably
low tolerance for the cliffhanger ending,
however, so its use is recommended
only rarely. As a rule, a
cliffhanger should only
be used after a successful session climax.
Keep the game exciting with
periodic changes. Create a new
epic every year or so. Include
an occasional side encounter that
does not relate to the epic
as a whole, but allows the characters to
earn a meaningful reward.
Provide a clue, now and then, to show
that the far-off epic goal
is gradually growing closer.
The Villains | Foreshadowing | - | Mystery | Challenge |
- | - | DSG | - | - |
A good story
engrosses the players through a variety of elements,
many of which you can learn
and improve upon. The following
suggestions should help
the DM to create a story that
draws the players in and
keeps them thoroughly entertained.
A key ingredient to any story
is main characters’
adversary or antagonist.
Although this includes any force that
seeks to block the PCs from
accomplishing their goals, including
weather
or other natural phenomena, most often the primary
antagonist in a story is
a living being. This antagonist may be represented
by more than one creature,
however. The successful
presentation of your PCs’
antagonist(s) is one key to creating an
enjoyable story.
The antagonist does not have
to be an intelligent creature. A
marauding band of cave
bears, for example, might make a worthy
opponent for your PCs for
a short campaign. Such unintelligent
foes are best dealt with
in stories comprising only a single
gaming session.
Most players find it more
interesting and rewarding to challenge
a foe of at least minimal
intelligence.
Such antagonists
present many more tactical
options, and can be used in stories of
considerable, even epic,
length.
If the story is to be a long
one, and especially if you attempt to
create an epic, you will
need a hierarchy of villains. The PCs may
spend the first few adventures
dealing with minor antagonists,
without even learning who
is the primary force behind them. In
fact, learning the identity
of the chief bad guy can often be a
rewarding objective for
the early adventures in a story. If you do
have a hierarchy of villains,
with various ranks of underlings who
eventually lead to the main
antagonist, you need to pay attention
to all levels of the hierarchy--not
just the top.
Try to make your villains
unique NPCs in whatever ways you
can devise. If an orc
chieftain is the ultimate cause of trouble in
your story, spend some time
developing its character. Give it a
unique appearance-something
other than “the biggest orc in
the dungeon.” Add some personality
characteristics that set it
apart from the rest.
After you have created your
villains, you must find some ways
to let your PCs become familiar
with them. This does not require
face-to-face confrontation,
although that is a common and effective
technique. Other tactics
include having the villain’s hirelings
mention his name during
combat or after being taken prisoner,
arranging for the PCs to
discover a message from the villain that
reveals something of his
nature, and hearing tales of terror and
woe from victims of the
villain’s rampages.
By familiarizing your PCs
with the villain or villains they face,
you add a personal touch
to the story that makes the final confrontation
very exciting. Instead of
miscellaneous monsters, the
heroes are seeking an individual,
often for an extended period of
time. When the confrontation
with this villain finally occurs, the
players relish the experience
as the culmination of many hazardous
adventures.
The villains that your PCs
confront during a story need not all
be menacing focuses of evil
power. A bumbling buffoon can occasionally
serve as an effective low-ranking
villain. The main antagonist,
however, should be chosen
carefully. This villain should be
equal in power to the group
of PCs taken together; or, if not this
powerful, should be protected
by an extensive series of bodyguards,
traps, fortifications, or
disguises. Remember, vanquishing
this villain should be a
challenging and dangerous encounter
for the PCs.
Finally, the villain does
not need to be destroyed or slain to be
vanquished. Particularly
in an epic, but also as a general point of
campaign
management, the adversary may get away at the last
moment, leaving his henchmen
&& holdings in shambles, but
promising to return at some
future date-or he may even return
from the dead. You then
have a ready-made structure for a future
story, and the PCs have
a built-in motivation for confronting that
villain again. Of course,
if the antagonist is an NPC who is absent
from the campaign for a
time, be certain that upon his return, his
power has increased sufficiently
to maintain the previous game
balance established between
him and the PCs.
Foreshadowing:
This is a storytelling technique that is commonly
used in literature and films,
and needs to be used in gaming.
Foreshadowing simply means
vague hints, portents,
dreams, or other clues to
let the players that something is going
to happen. Foreshadowing
builds suspense and increases mystery
as it familiarizes players
with the obstacles that lie in their
path.
Foreshadowing can be used
as a warning. For example, if you
have designed a dungeon
that includes a very deadly trap, the
existence of this trap and
some means of recognizing it should be
foreshadowed. For example,
a message stating,
“Beware
the chamber of the black hole”
may be scrawled in blood
on the dungeon wall.
This message does not reveal
the exact nature of the threat, and there may indeed be several rooms with
black
holes inside the dungeon,
but at least the PCs know to be on their
guard in such circumstances.
Foreshadowing is a particularly
effective device if your players
are primarily Problem-Solvers,
as it provides many opportunities
for creating challenging
puzzles and riddles. Be sure to use variety
in the type of foreshadowing
you employ; corridor after corridor
of bloody
writing on the wall soon loses its impact. Often the
players themselves give
you an opportunity to use foreshadowing:
the casting of an augury
spell, for example, is an invitation to
the DM for a few clues about
the future.
Dreams are an effective,
albeit somewhat heavy-handed, tactic
of foreshadowing. Alternatively,
the PCs could encounter a
fortune-teller who pronounces
a dire warning, or receive an
anonymous message from some
mysterious source. Rumors
picked up in town can also
foreshadow events of the story.
Mystery:
A story line can be much more {fascinating}
to readers
or players when some of
the facts are unknown. Curiosity is a
great motivator, so the
wise DM attempts to work some mystery
into his story line. Discovering
the answers to the mystery can be
a major and satisfying reward
for all types of players.
This does not necessitate
creating a who-done-it in the popular
sense of the word, although
this story structure is often neglected
by DMs, and can be used
quite successfully. In the larger sense,
mystery is simply the unknown.
It inspires players to ask questions,
and the DM can plan his
adventure around the characters’
search for meaningful answers.
It is not difficult to add
mystery to an adventure. A simple technique
is to keep the antagonist’s
identity secret for much of the
game. Every so often, however,
a clue should be dropped, so that
clever players can eventually
identify the foe. For example, a
group of players might be
interested in entering a known vampire’s
lair and putting the undead
monster’s depredations to an
end. This encounter can
be much more effective if the characters
enter the dungeon seeking
some unidentified evil creature that
has been snatching young
people in the night. As the party
moves deeper underground,
they encounter clues. Bats and
wolves
attack. A slain character with a broken mirror and a
pouchful of garlic lies
in the party’s path. Finally, they stumble
upon a room containing a
fresh corpse marked with the distinctive
fang marks of his killer.
The knowledge that the party faces a
vampire is much more chilling
(and hence, enjoyable) if it is
gained in such a fashion.
Mystery can be an important
feature of campaign life as well.
The character who does not
know his parentage always has
something to wonder about.
A party that returns home to find that
their community has completely
vanished has a whole series of
questions to answer-questions
that may keep them occupied
for many gaming sessions
to come.
Long-standing questions,
such as the anonymous parentage
situation, can lurk in the
background of a campaign for a long
time. You do not need to
have all the answers worked out,
although it helps if you
have a general idea. Then, sometime
when you need a fresh plot
to challenge your party and start off a
new story line, you can
drop an intriguing hint. The players naturally
try to solve the mystery
they have wondered about for so
long. For example, a ragged
stranger could appear, battered and
bleeding, to gasp out a
message: “Are you Eric of Calrede? I
have journeyed from distant
Wellspar to bring a message from
your father! He ...g asp
...” (at which point the messenger dies). Of
course, if you are dealing
with PCs who can speak with dead,
you
will need to use a different
technique.
Challenge:
An adventure that does not challenge
the players
is really no adventure at
all. The level of challenge that you
should present is difficult
to ascertain, however, since too much
of a challenge frustrates
the players, while too little bores them.
Fortunately, DMs have a
great deal of latitude when it comes to
challenging players.
The challenges in the game
should be shaped to fit your players’
mental and physical interests
and abilities. With a group of
Adventurers,
it makes sense to rely primarily upon combat
encounters and other physical
challenges such as steep climbs
and treacherous crossings.
Even with these players, however, it
is wise to include an occasional
mental problem such as a complicated
trap or riddle. The opposite
applies to Problem-Solvers.
Role-Players
often find negotiating sessions or conversations
with NPCs challenging. Pay
attention to player feedback and
modify game challenges accordingly.
When arranging challenges
for your players, pay attention to
game balance and
the function that the challenge serves in your
story. If it is a randomly
generated encounter or introductory trap,
you probably do not want
to challenge the PCs too strongly. However,
a climactic encounter, or
an obstacle that represents a
major milestone in the advancement
of your story line should
challenge the players to
their utmost limits. It takes experience
to learn how to establish
the balance of an encounter, and DMs
can only gain this from
play. Although a simple comparison of Hit
Dice
and average damage inflicted by the PCs and their opponents
can give you some rough
ideas of the encounter balance,
battles are generally decided
by a very complicated combination
of factors. Party and monster
tactics, relative positions, and luck
all play a part.
You can, however, plan encounters
so that intelligent PC play is
sufficient to overcome the
challenge. Be sure that logical solutions
developed by the players
have a chance to succeed. In
addition, keep in mind that
if you roll dice behind a screen, you
always have the
option of changing any die roll that is particularly
devastating to the outcome
of the encounter.
Magical Items | Wealth | Discoveries | Gratitude | Accomplishment |
Experience Points | - | Moral | - | DSG |
Just as the DM must challenge
players to keep them interested
in the game,
he must also reward them for meeting those challenges.
Rewards should be based
on the level of the PCs’ accomplishments,
and you should keep track
of the number of rewards
that you grant. Just as
an excessively powerful monster can
destroy the balance of an
encounter, characters with tremendous
wealth || power
can
destroy the balance of an entire campaign.
Rewards can take many different
forms. Try to USE different
types of rewards for different
types of accomplishments, and do
not neglect any one type
in deference to the others. It is important
to remember that rewards
should be handed out during the
adventure
as well as at the end. Rewards can include key clues
that show the players they
are on the right track, small treasures,
or equipment
that is needed later. This helps maintain player
interest throughout the
adventure.
Magical
items:
These are always welcomed by the players, <>
and can be one of the best
forms of reward, if used sparingly. As a
general principle, try not
to let any character gain more than one <1 or 2>
or two permanent magical
items for each level of experience.
You
can be a little more generous
with disposable magical rewards
such as potions
and scrolls. Of course, you cannot
control
how
the party divides up the loot after an adventure,
but most parties
are fairly equitable about
this. You can choose items that will be
best utilized by characters
who seem particularly deserving,
either by giving items useable
by only one character class (rods,
wands,
and scrolls, for example) or items likely to be given to
members of certain classes.
Magical leather armor usually ends
up with a thief,
for example, while a mace + 3 is most often given
to a cleric.
The importance of keeping
a lid on the amount of magical
items you distribute cannot
be stressed too much. Nothing kills a
campaign,
and a DM’s enthusiasm, faster than a group of midlevel
characters armed to the
teeth with potent magic. Kingdoms
fall and monsters are decimated
at a rate that precludes anyone
having much fun.
If possible, permanent magical
items should be described in
detail by the DM or the
players at some time. Magical swords,
for
example, can be named. Often
they are inscribed with a crest or
script that tells the PCs
something about the sword’s past, or indicates
which character should rightfully
carry it. If left untranslated,
the mystery involved in
some archaic script can provide a
plot device to involve your
characters in a future adventure.
For example,
the PCs could encounter an old sage whose
eyes
widen
in awe at the sight of the sword. The sage might declare,
“You
carry the blade of Sathas Sundown! You are destined to
bring
down the evil of the Black Tower!” Of course,
the character
is not
forced to journey to the Black Tower, but
if he does not, the
sword’s
destiny might carry it to someone who is a little more
cooperative.
An important method for maintaining
balance is to assign limitations to every permanent item.
For example,
you might present
a sword
that glows brightly in the dark and only operates fully
when
fighting evil, or an animated wax statue that is very vulnerable
to flame.
As illustrated here, try
to make your magical items more than
just high-powered additions
to the PC arsenal. They should
become a meaningful part
of your story, serving not just to reward
successful play, but to
advance your story and add to the detail of
your campaign world as well.
Wealth:
Gold,
silver,
and other valuables represent a standard
category of reward. As with
magical
items, the DM must be careful
about the amount of wealth
given to the players as rewards.
Unlike magical items, however,
it is fairly easy to remove excess
wealth from the PCs without
causing long-lasting hard feelings.
The amount of wealth that
you allow the PCs to collect on their
adventures should be balanced
by the amount of expense they
encounter in your campaign
world. You can use taxes, thievery,
heavy tolls and outrageous
prices for goods and supplies to
reduce the amount of cash
characters carry around. Experience
points for wealth that is
gained and then lost are granted normally,
and not lost with the money.
Thus, DMs must retain a measure
of control, or characters
will advance in level faster than is
good for them or the campaign.
One way to control this is
to place monetary rewards in large
bulks of low-value coins,
such as silver or, for low-level characters,
copper. Characters who carry
their fortunes with them
become considerably encumbered.
Gemstones and other small
but valuable items should
be found only rarely until the characters
characters
have advanced a few levels.
The principle of variety
applies to character wealth as well as to
the rest of pur campaign.
If players occasionally have a chance
to spend money like it’s
going out of style, it increases their enjoyment
of the game. You can retain
control of your campaign by
arranging that those characters
are cleaned out a week later and
are forced into adventuring
just to pay for room and board.
Discoveries:
Information can be an extremely effective
reward, particularly for
characters who are interested in more
than the monster
in the next room. Even in this case, however,
info about that particular
monster can occasionally serve
as a meaningful reward.
In other cases, info serves to
advance story
lines, answer players’ questions, point out solutions
to problems that confront
them, and warn them about particularly
nasty traps or encounters.
The more important the story
is to your players, the more
meaningful information becomes
as a reward. By creating story
details and thoroughly designing
the PCs’ primary adversaries,
you generate a wealth of
information for the players to uncover as
the adventure progresses.
When the players successfully conclude
an encounter, you can provide
them with clues from which
they can deduce bits and
pieces of information about the story
and the world. The key to
using information as a reward is that it
should not be completely
defined for the players--rather, information
is most valuable when players
must use clues to piece it
together themselves. Information
gained this way adds to the
players’ enjoyment and increases
their sense of familiarity with
the campaign.
The friendship or gratitude
of NPCs can be used to
reward PCs for certain accomplishments.
It certainly does not
harm a character’s position
if the high king owes him a debt of
gratitude! Situations in
which this type of reward is appropriate
generally grow out of your
story. If the PCs perform an act that
greatly benefits an NPC,
that NPC is likely to feel grateful. Of
course, certain extremely
jealous or mistrustful NPCs do not feel
any debt toward those who
have aided them, but in most cases
gratitude is sincere.
The extent to which gratitude
benefits the PCs must be determined
on a case-by-case basis.
If a king has paid the characters
good money to rescue a princess,
he may feel perfectly justified
in ruling that no debt is
owed after payment has been made. If the
PCs perform acts of heroism
without openly expecting monetary
rewards, however, the beneficiaries
of their actions may reward
them, and still feel a debt
of gratitude. Such cases are best
resolved by a careful evaluation
of the NPCs’ motivations, as well
as the actions and attitudes
of the player characters involved.
A debt of gratitude may
be spelled out clearly for the players.
The king, for example, might
say, “Anytime you need anything,
do not hesitate to call
on me! I promise to do anything I can for
you.” This is a pretty clear-cut
offer. If no such promise has been
made, the PCs may still
approach the king with a request for a
favor, but he is less likely
to automatically grant it. Of course,
even in the initial example,
nothing guarantees that the king will
not change his mind at some
point.
Debts of gratitude are not
limited to high and mighty NPCs
such as kings and nobles.
A beggar or barmaid who has been
spared some threat or indignity
by the player characters is very
likely to return the favor
if an opportunity presents itself. Keep the
PCs’ motivations in mind
when determining the likelihood of this
type of reward; if the characters
do something purely because
they hope to be rewarded,
the debt is less binding than if their
motives are selfless.
Accomplishment:
For good players, accomplishing a difficult
objective can become a reward
in itself. This is particularly true in
a campaign with the Role-Player
type of participants. If a Role-
Player’s character is a
cleric who is sworn to the pursuit of good,
he should gain a sense of
reward simply from performing good
deeds. This sort of intangible
reward is usually best as an occasional
alternative to treasure
and magical rewards.
A nice feature of this type
of reward is that the DM does not
have to do anything other
than run the adventure in order to
implement it. While accomplishment
does not work as a reward
for all players, if you
have players who respond to it, you should
use it. Your task is to
create adventures that challenge the PCs to
perform acts that they perceive
as valuable and worthwhile. The
success or failure of these
acts should be immediately apparent
to the players.
These points represent a
game mechanic
whose major function is
to reward players. As the primary measure
of when a character is ready
to advance in level, they are an
essential part of the game.
Like all other types of reward, except
sense of accomplishment,
their distribution requires careful DM
planning and adjudication.
The DMG
gives a fairly detailed description of the amounts of
XP
awarded for various accomplishments.
Remember, however, that
you always have the option to adjust
the reward either up or
down based on the level of play and the
accomplishments of the PCs.
For example,
* a fighter
who single-handedly
holds off a group of trolls so that
the rest of
his party
can rescue captives, and then covers the retreat of the
party,
but fails to kill a single troll, should probably receive some
XP for
his heroism.
* A group
of characters who trigger
a landslide
that wipes out an entire village in order to slay a
single
thief
resting at the village inn should not get XP for their actions,
particularly
if the characters profess to be
of good
alignment. You could even assign an XP penalty!
You may tentatively assign
XP to potential PC
actions as you design an
adventure, awarding them if the PCs
perform those actions. If
the PCs have infiltrated a
pirate
base on a mission to rescue prisoners, you might decide to
award them an additional
1,000 XP for each pirate ship they burn
while on the base. YOu should
not tell the players about such
awards until after the adventure
is over, since part of the reason
for granting XP is to reward
their ingenuitiy in
thinking of the action in
the first place.
In certain adventure situations
where treasure-gathering and
monster-slaying are not
the primary objectives, you may find it
appropriate to completely
restructure the XP award
system, at least for that
adventure. XP should be
used to award characters
for the kinds of actions you wish to
encourage in the campaign
setting. Reward good play!
Each DM should decide whether
or not to award experience
points for magical items
discovered, based on what is desirable
for that campaign. If experience
points are awarded for magical
items that are found and
used by the PCs, then they should not
be awarded for magical items
that are found and sold.
Moral:
This story ingredient is one that many DMs are
uncomfortable with, but
using it can greatly strengthen a story
line. The exact nature of
the moral is up to you. It is important to
realize that in your role
as storyteller, you have an excellent
opportunity to share a meaningful
lesson with your players. If you
are not heavy-handed about
it, they will probably not even notice
you are doing it.
The moral of a story may
be simply explained as the notion that
PCs’ actions should have
proper consequences.
The PCs should not function
in a vacuum in which their actions
are the only significant
occurrences. The campaign is much more
gratifying to DM and players
alike if the surrounding social structure
places some expectations
on its members, and the characters
can choose how they will
respond to that social structure.
This does not mean that
your PCs must behave in a dignified,
proper, and respectful fashion
at all times. It does mean that antisocial,
harmful, or objectionable
behavior is met with some kind
of appropriate consequence.
The most important example
of this is player cooperation
within the party. The party
that is unable to agree on a course of
action expends more time
and energy fighting each other than
fighting monsters. Either
the players learn to cooperate, or the
monsters will have an easy
time defeating them.
Other categories of moral
consequences are more difficult to
judge. However, a cursory
look at past and present societies can
help you determine appropriate
consequences. For example, all
societies frown upon the
taking of innocent lives--at least, if the
victims are members of that
society or those it views as friends.
Most societies respond by
attempting to exact revenge upon the
killers.
Players who kill must either
face society’s wrath or try to avoid it
by fleeing. Killers may
face jail terms or hanging. If they become
fugitives, they are likely
to arouse the ire of the populace and gendarmerie,
which can complicate and
even endanger the PCs’
lives. If they repeatedly
commit murders, chances are that
sooner or later justice
will catch up with the villains and they will
be punished.
Another common theme of an
AD&D@
game session relates to
the interaction between
challenge and reward. The moral that
most DMs try to impart is
that accomplishment merits reward.
Unfortunately, this moral
lesson can be quickly lost among the
mounting piles of treasure
that are gained at little risk or cost to
the PCs.
Sometimes you may wish to
create a story for the sake of its
moral, in order to show
the players the consequences of a type of
activity. Select your message
ahead of time and create a story to
prove the point. Possible
morals for this type of story include “It’s
not wise to fool the king,”
“A thief shouldn’t flaunt his wealth in
front of those he has robbed,”
and “Things are not always as they
seem.”
TECHNIQUES OF CAMPAIGN AND STORY DESIGN
The Linear Adventure | The Open Campaign | The Matrix Campaign | - | - |
Campaign Considerations | - | - | - | DSG |
The story line a DM chooses
affects the type of gaming environment
he creates. This section
discusses three types of adventure
design, and shows how each
is related to plot development.
A linear adventure is one
in which the story line advances
through a series of encounters
that must be played in a certain
order. While the PCs handle
each encounter as it arises, they are
given little or no choice
as to where they go between encounters,
unless they want to stop
or TURN back.
Linear design seriously limits
choices. Dungeons work well as
settings for linear designs,
since you can simply draw a map that
leaves only one possible
route for the characters to follow. Each
encounter can be planned
with the certain knowledge that the
PCs will have passed through
a predetermined series of locations
beforehand. Outdoor linear
adventures are more difficult to
control, although obstacles
such as impenetrable walls of thorns
or impassable bodies of
water occasionally suffice to limit PC
choice. Linear adventures
have an advantage in that design time
is never wasted on areas
that the PCs do not use.
Designing a linear adventure
becomes more difficult as the
PCs increase in magical
power. The assortment of spells available
to high-level mages and
clerics can make even dungeon corridors
insufficient to keep characters
from wandering off the path.
Linear adventures work well
for tournament play, since all players
encounter the same series
of challenges, but for less structured
play it is generally undesirable.
Players become frustrated
by the absence of choice,
and feel that the DM is railroading them
through the adventure. Occasionally,
however, you may find a linear
adventure useful in a dungeon
or other underground setting.
Directed play with the illusion
of choice can succeed while actually
being linear, as players
feel that they control their own destiny.
This type of game de-emphasizes
the DM’s story, and instead
relies almost completely
on player character choices to determine
the course of events.
In an open campaign, it is the DM’s
responsibility to create
an interesting world for the PCs to explore
and adventure in.
Obviously, an open campaign
creates problems in terms of DM
preparation. Since you must
be prepared for virtually anything, it
is necessary to create and
detail the countryside all around the
PCs. You also have to seed
the entire area with conflicts, so that
wherever the PCs go, they
find something to challenge them.
Players can have a lot of
fun with an open campaign style of
game, especially if they
are of the Adventurer type. Such a game
can continue indefinitely
as the PCs seek out and plunder
dungeons,
stumble into wars, and discover new worlds. If the
players prefer Problem-Solving
or Role-Playing to hack-and-slash
play, then your challenge
is even greater. Designing a
steady and diverse diet
of mental challenges for the Problem
Solvers, or new and unique
NPCs to interact with the Role-
Players requires even more
work than a wide variety of combat
encounters. You might consider
including problems of a national
scope so that rumors and
clues can be discovered wherever the
PCs go. NPCs, too, can be
made nomadic so that they may be
encountered and re-encountered
by the PCs in their travels.
Open campaigns require the
DM to invest a great deal of
design time. If you have
enough time, you may find that after a
number of adventures you
have created and detailed an entire
world setting.
Although you can add story
elements to many areas throughout
the campaign world, an open
campaign makes it hard for the
DM to structure a story
through exposition, development, and climax.
You may find that your players
have a natural tendency to
develop a story structure
themselves, especially if the clues you
present lead them to the
places you expect. In this case, a very
strong story line can grow
in the campaign. Other players, however,
take perverse delight in
doing the exact opposite of what
they perceive you want them
to do. Unless you are an expert at
reverse psychology, developing
a coherent story for these players
in an open campaign requires
exceptional inventiveness. Of
course, the story line may
not be what these players enjoy about
the game anyway.
Events:
One way you can allow your players to roam about the
world in open campaign play
without having to create extra
encounters to challenge
them is to employ encounters as events.
Events occur wherever the
PCs are. If you want them to stumble
upon a dragon’s
lair, then place the lair in their path when you
want the encounter to occur.
Of course, you must exercise some
logic-the dragon’s lair
obviously won’t be encountered in a city
or among a farmer’s fields.
Sooner or later your players will journey
through some terrain that
is suitable, however, and you can
arrange the encounter.
Another shortcut in DM time
management is to ask the players
ahead of time what they
feel like doing in the next few gaming
sessions. While this does
limit spontaneity, it allows you to create
detailed and challenging
encounters of the type the players seek.
The players may be very
general in their answers, such as “a
dungeon adventure” or “we’d
like to see if we can find anything
out about a dragon’s lair,”
leaving you to add the details.
Even though the story element
in an open campaign is subjugated
to the players’ whims, it
is important for you to devise large-scale
background conflicts for
the PCs to deal with in many
different locations. Wars
accomplish this very well, particularly if
the PCs have a chance to
meet the principals on each side. Major
natural disasters such as
a winter that doesn’t end or a plague of
man-eating plants can be
used as continuing threads throughout
the adventure.
The matrix campaign allows
the DM to create a detailed story
with a developed plot, while
still allowing the players to choose
where they go and how they
deal with their challenges.
The key to a matrix campaign
design is to create a goal or
series of goals that the
PCs are motivated to accomplish. The
matrix campaign is a very
effective style of design for creating an
epic or a string of connecting
stories. In many ways it represents
a compromise between the
linear
and open campaign styles of play.
The PCs in a matrix campaign
start out at a location chosen
either by you or by the players.
You then provide them with a short
exposition and some clues
that open a number of different
options. For example, the
characters may discover that a sect of
evil clerics
has been gradually gaining control of the land. They
may witness peasants being
arrested by the clerics, or see
places of worship for good-aligned
deities suffer raids and vandalism.
The next MOVE is up to the
players, with a little bit of guidance
from you. Perhaps one PC
remembers seeing a temple to the
north, emblazoned with the
evil sect’s sign. To the east, recalls
another, is a great temple
of good where the PCs could go for
information. Meanwhile, a
group of peasants are hauled off into
slavery to the south, and
one begs the characters for aid. All the
time,
you know that the headquarters of the sect lies to the west,
but you bide your time in
revealing this information to the players.
With this technique, the players
become involved in the story,
yet are not railroaded into
a specific task chosen by the DM. You
are prepared for a few courses
of PC action: a raid on the temple
to the north, an interview
with the sage to the east, or a prisoner
rescue mission to the south.
Depending on the length of
the story you wish to create, you
might have clues in each
of the three locations point directly
toward the heart of the problem
(the evil sect’s headquarters to
the west), or you might continue
to expand the matrix. The players
who rescue the prisoners
might lead them as an army to
reclaim their homeland. If
they visit the good temple, perhaps
they are sent on a quest
to gain some item of great power from
the evil temple to the north.
If that evil temple was their original
goal, they might gain the
magical item on their own initiative.
The matrix can continue to
expand for as long as you wish. All
of the different branches
eventually steer the PCs toward the
headquarters of the sect,
where the climax of the story takes
place. If you wish to move
the plot along more quickly, you can
schedule events
that occur wherever the PCs are. Events can be
encounters with significant
NPCs, visions and dreams, social or
political changes, or quick
scenes designed to show the PCs a
pertinent fact.
A matrix campaign must eventually
meet a border, beyond
which the PCs are discouraged
from passing. Borders can be
designed as either soft or
hard.
A soft border is one that
turns the PCs back into the story
through their own motivations.
Players who resist any pursuit of
the evil sect, for example,
might encounter a group of hapless
waifs whose parents are held
prisoner. The children appeal to the
players’ sense of decency.
In cases where this appeal is fruitless
(many DMs can predict this
ahead of time), a mysterious stranger
might offer a reward of valuable
gems
for evidence of the sect’s
destruction. Judge your players
carefully to decide what type of
persuasion motivates them
best.
Players who fail to yield
to any kind of motivation can be
allowed to occupy the story’s
setting for as long as they like, even
if they don’t take part in
it. If they attempt to leave the AREA, however,
they must encounter a hard
boundary. This can be a physical
obstacle, such as a high
cliff, stormy sea, or trackless desert.
Alternatively, it might be
something like a huge army camped in
the PCs path, with a continually
increasing series of encounters
with more and more troops.
Quest
or geas spells serve as hard
borders, but should be used
only as a last resort.
The story matrix should contain
several ways for the PCs to
approach the final encounter,
and several means of dealing with
the challenge created there.
Not all of these means must create
the same likelihood of success,
but the PCs should not be
doomed to failure in the
final encounter simply because they
made a wrong choice at some
point in the adventure.
You should also prepare for
the possibility that your players
may not have gained enough
information about your story line to
figure out the next course
of action. Despite a DM’s thorough and
detailed descriptions, an
amazing number of players seem to
have no idea of what’s going
on. If this happens in your campaign,
you need to gently but firmly
show them the path.
NPCs
can be particularly useful at such times.
Perhaps a henchman speaks
up as all the PCs stand around
scratching their heads, and
indicates your preferred course of
action. Or the party might
encounter someone very wise, such as
an old sage, magic-user,
or hermit. This NPC could provide
details on the next step
of the adventure in language so plain that
all players should be able
to understand it.
Foreshadowing can be effectively
employed to show characters
whether or not they are on
the right track. Ill omens and portents
of great danger do not always
discourage players-after all,
these are some of the ingredients
of good adventure--but they
can be presented in such
a way that the PCs are able to figure out
whether they are going the
right way or not.
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