- Editor's note
|
Changing An Adventure Into A Campaign by Amir Peleg
|
Changing An Adventure Into A Campaign by Amir Peleg
Most of the campaigns in which I have been involved had an
"adventure" style opening. This means that the story line
had a definite beginning, middle and end. In contrast,
most campaigns shift styles somewhat after the beginning, and
become more "character-oriented", which means that the events
in the campaign are determined by the whims of the various
participants (PC or NPC).
Many campaigns fail when the style of the game "shifts"
from the first to the latter. The players become disoriented,
unaware that they have to take the initiative and act.
They fail to notice important clues and plot elements. As a
result, the campaign crumbles.
For the campaign to successfully cross over from the first,
style to the latter, several things must occur:
Firstly, the players must be aware that they are supposed
to take the wheel. Otherwise they will not bother noticing
the clues and plot line, thinking that you are still there
to steer them to the direction you desire.
Secondly, you must make certain that your clues, characters,
plot elements, et cetera are presented in a lively and
"attention drawing" way. You can never be sure that they
players will notice a clue or two (there are exemptions by
the way), so you should use narrative tools to put a spotlight
on the clues.
Thirdly, you must run the world in a manner that can
accommodate the actions of the PCs. This requires of
you a game that is based on improvisation, rather than
planning. To put the initiative into the hands of your players
is to invite havoc into your world, and a world that is not
flexible enough will not endure.
The difference between adventure and campaign:
-------------------------------------------------
There is a core difference between running short or introductory
adventures, and between running a fully-fledged campaign.
For once, those adventures are episodic by nature, while
campaigns are usually lacking in that simple order of
"beginning, middle, end". Another key difference, which is
even more important, is that campaigns are infinitely more
dependant on the actions of the individual characters, while
that behavior is less predictable due to character development
through time and events.
It is important to note that while adventures are primarily
the work of the storyteller, with the players as contributing
listeners, campaigns resemble more a collaborative work
of art than the interactive creation of the single mind.
Which is not to say that the storyteller has any less work -
on the contrary.
This said, it can be now said that for campaigns to run well,
the players must embrace not only their ability to influence
the plot, but their obligation to do this. Which means they
have to pay attention to the details.
This also means that you, and as storyteller, are going to have
to think differently. Instead of all those slight and very cute
but hardly noticeable foreshadows, you need to put clues out
there that are obvious to the characters. The name of the game
is communication, and to make sure the players know what you
mean, you must conform to the "0 brains assumption" (never
assume your players are capable of rational thought or any
degree of observation) in at least part of the game. In the rest,
you have to put some emphasis on the clues so the players will
recognize them as clues.
The players must recognize their share in the plot.
----------------------------------------------------
Which brings me to another point. Both you and the players
have to understand each other about the type of game you are
playing. If they are on "hack and slash" mode, and you are on
"mystery" mode, than it's much more probable that they will
see their shady ally as just another foe-to-be.
This is even more important in the light of what was said
above about influencing the plot. The players have to realize
that they are expected to put some thought into the game,
otherwise it's not going to work.
When the characters don't realize they need to take the plot
into their own hands, they care less if they notice clues
and the story. This alone will lead to them missing the story.
In my last game, the players simply forgot where they were in
terms of clues they already had.
This is exactly the point where my last campaigns went to the
trash- can. This crossover point, halfway from the introductory,
"Storyteller in the lead" adventure, halfway to the "characters
fully involved" type of game, is problematic. That because at
this point, the characters are expected to start thinking for
themselves, but the players may not realize it yet (and it's not
like you can just go to them and tell them "ok, from now on I
expect you to switch your minds on).
GM's task: clues
-----------------
As for you, you can't really expect them to hold it together
when all you give them are clues I would not pick up with an
electron microscope.
Players cannot be assumed to have any capability of rational
thought and/or observation of any kind (I apologize to all you
players in advance) in a game context (to the exclusion of
tactical situations). Therefore, clues have to be obvious in
both essence and presentation. In short, they have to almost
say, "I am a clue".
Clues, by their very nature, are not very obvious. It is your
job to use presentation to make them obvious. This is where
narrative tools kick in, doing the bulk of your job without
causing damage to your world and plot.
For instance, you can use emphasis by repetition to make
sure your characters pick up a clue. This is actually very
simple. Just make sure you say or do something a lot of times.
If they didn't catch it the first time maybe they'll catch it
the hundredth.
Another important tool is to emphasize the clue by putting it
in the center of a scene dedicated to it. The characters are
likelier to notice a medallion if they spend half an hour
looking for it, than if it is simply given to them by mister Doe.
A different way to center a scene around an object is to
"lead" the player's attention towards that object by describing
the surrounding in such a way that the closer you get to the
object, the more detailed the description gets. This is usually
climaxed with a highly descriptive object description (because
they won't miss the object if you spend 5 minutes just telling
them how it looks like). This can sometimes be omitted to add to
the flow of the game when the players are "pushed" into taking
action and asking you for the details of the item.
A third trick to make them notice a clue is to simply and
directly jerk their memory with the old fashioned "this
reminds you of something". Crude, but effective.
The opposite can be done of course to create interest,
suspense and surprise. I highly encourage it, but this article
is not about this.
A living, breathing world
---------------------------
The world in which the characters operate must be a living,
breathing one. If the characters do something, that something
should have effects. When you expect the players to effect the
plot, you must give them the ability to do so.
Characters, whose feet the player characters stomp, will put
up a fair (or unfair) fight. Characters might owe the player
characters favors, and will or will not pay them. In time, the
player characters will know more and more people.
The most important example is the villain who retaliates.
When they lose to a long-term villain, have their enemies
come after them.
You must also notice that the status of PCs is something that
changes very rapidly. Some people, who yesterday would not give
the crazy PC bunch a second thought, might now need to pay homage
or tribute. This is in fact a good way to show PC influence on the
world.
If you don't do that, and instead stick to the old, pre-campaign
"script", than the world will start to crumble when the player
characters do something unexpected. I'm not saying that you'll be
error free from now on, but running things dynamically does solve
a problem or two.
Conclusions
------------
If you had implemented the three steps above, you probably managed
to cross over successfully to running a character-oriented game.
-Amir Peleg aka Strider

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