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The Art of Campaigning
by
Markus Widmer
WFRP has always been conceived as a campaign-based role-playing
game, probably through the groundbreaking example of "The
Enemy Within", the campaign which more or less made WFRP
the game it is today. However, for every GM there is a time
after TEW, a time to start his or her own campaign. Considering
the fact that even the preparation to run published scenarios
can take up huge amounts of time, the planning of an entire
campaign can be an awe-inspiring task for all but the most
experienced GMs. Thus it makes sense to think about what exactly
is involved when planning a campaign and what is not.
First of all, you should make sure that you know what the
term campaign means for you. Usually, campaigns are defined
as a series of scenarios which form the parts of a more or
less unified whole. The gaming sessions are interconnected
not only by the fact that the player characters, their world
and its timeline remain the same. There is also an overall
plot that slowly develops through the single scenarios, leading
to a common goal of the players, the revelation of a mystery
and/or a final confrontation. Good campaigns are guided by
a theme or central conflict, which keeps reoccurring in different
forms as the plot develops. Typically, you will find some
kind of antagonist of the PCs, an arch-villain or evil organisation,
whose destruction may be the climax of the campaign. Most
campaigns also feature other reoccurring non-player characters
playing different parts for the PCs: mentors, counsellors,
employers, traitors, lovers or relatives. All these elements
will combine to set a mood and atmosphere running through
the campaign.
Evidently, individual definitions of the term campaign will
differ, as will campaigns. A GM should thus ask himself what
kind of campaign he is planning to run - and most importantly,
whether his players' idea of a campaign is the same as his.
It is no use conceiving of some huge conspiratorial mystery
when your players expect a series of loosely connected all-action
adventures. You probably should not make your villain an evil
necromancer if your party consists of five non-magical characters.
And maybe your usual nitty-gritty street atmosphere is not
appropriate for a noble and his entourage. In short: the first
and the last lesson about planning a campaign is to suit it
to your player characters.
Your starting point when planning a new campaign should be
its theme or central conflict. This is the guiding idea of
your overall story-line and a recurring plot element. The
theme of TEW, for instance, is: "The forces of Chaos
are undermining the Empire's stability from within".
Many Warhammer campaigns have a theme that is somehow related
to Chaos. Obviously, this is not the only possibility. There
are many other themes which fit perfectly into the mood and
historical background of the Warhammer world, such as the
struggle of the lower classes against the decadent nobility,
war or civil war, the rise of the bourgeoisie, the dying races
of Elves and Dwarves, an ancient evil or some unresolved family
history. The fact that a campaign should have some sort of
reoccurring theme, however, does not mean that scenarios will
become repetitive. Rather than hitting your players with the
thematic hammer, have the central conflict lurk in the background,
as a hidden prime mover of the story. Many GMs come to think
of the theme of their story after they have conceived of the
plot, which is quite all right. On the other hand, a theme
might be an inspiration for you when writing a plot.
The overall plot is, of course, the most important element
of your campaign. This is why many GMs spend dozens of hours
writing it down in detail. I would argue that this method
is the easiest way to frustration. It may mean that you put
so much time into the preparation of the background story
that you have no time left to actually prepare for the first
few gaming sessions - which is not the same! Furthermore,
you can almost be certain that your players will either go
on and ignore or ruin most of your story by not doing what
you want them to do, or else be frustrated themselves because
you as a GM force them to do what you want them to do. On
other words, you should keep your story flexible. All you
really need to do is think of the milestones in your campaign.
You need a beginning, you need a few stages in the middle,
and you need a good showdown. At this stage, you probably
won't write much more than a couple of sentences for a whole
part of your campaign, which will later develop into several
scenarios and gaming sessions. Make sure you know in what
regions of the Warhammer world your campaign will take the
players, and what historical events will take place in these
regions during your campaign. You will also need to sketch
the most important NPCs featured in the campaign. For the
moment, only develop the characters which are central to the
development of the plot: arch-enemies, mentors, family members,
city rulers and so on. All you need for the moment is their
names, their location, their function in the plot and some
vital background.
Once again, it is vital to integrate the player characters
into your plans. If they are experienced role-players, have
them write up the biography of their characters before you
plan your campaign. Read through those and jot down all elements
which could become plot hooks: killed parents, lost brothers,
ancient grudges, family mysteries, old enemies or dark spots
in the character's past. Once you have all possible plot hooks
ready, try to create links between the characters' background
stories. Perhaps the thief's lost brother was involved in
the kidnapping of the mage's father? Maybe all lost family
members knew of the same conspiracy and had to be removed?
And might the noble student's best friend at University be
the son of the evil count behind this conspiracy? You may
also add some secret unknown to the characters themselves
and thus make them all special. Think about your players'
faces when they find out that all of their characters have
identical birthmarks (or have suffered amnesia before, or
have lost their identical twin, or have killed a beastman
by just looking at him). Character backgrounds can thus become
the starting point and main inspiration for your campaign.
Even if they aren't, make sure to integrate some of the player
characters' personal goals into the campaign. This is the
best way to motivate your players, and to encourage character
development. Never take your PCs' biographies and file them
away as background colour.
If your players don't even know how to spell creativity,
do not despair! There are many other ways to find inspiration
for a brilliant campaign that will have their creative juices
flowing, too. Reading will help, no matter what. A footnote
in a history book might be as inspiring as a mystery in a
Warhammer background publication, some piece of news in the
paper could be a starting point as well as a novel by Charles
Dickens. Keep your mind open, your campaign in the back of
the latter, and always have your notepad ready for ideas.
If that still doesn't work, just do what all the other do:
steal something and change a few things. It's not about winning
a nobel prize, after all, it's about the fun you and your
players have.
As a matter of fact, many GMs love to plan campaigns, but
fail miserably when running them. They revel in their elaborate
background story, and forget about the dramaturgy of each
individual session. This may be interesting for the GM, but
it will almost certainly bore the players. Instead, try to
think of your campaign as a TV series like "The X-Files".
There is an overall development in the characters of Mulder
and Scully as well as in the plot. However, each episode also
has its own more or less concluded plot, and it can also be
enjoyed individually. In game terms, this means that you should
always think of your scenarios and game sessions as individual
adventures, rather than parts of a greater whole. Just like
the whole campaign, each scenario needs a dramatic beginning,
a goal, complications and opposition as well as a thrilling
showdown. In other words, every campaign is only as good as
its scenarios. This does not necessarily mean that you should
always conclude one scenario within one game session. However,
tension tends to be lost between sessions, and thus adventures
which run through more than three game sessions without any
form of conclusion being reached tend to frustrate players.
Tightly structured scenarios tend to give your players a sense
of achievement, which in turn keeps them motivated. Moreover,
the fact that you're running shorter scenarios does not contradict
the idea of a unified campaign. You could instead see them
as miniature images of your overall plot, circling around
similar themes and featuring recurring NPCs. In fact, the
impact of your campaign-finale will be much stronger if your
players only gradually realise in what way their adventures
were intricately connected.
Finally, it should be stress that planning a campaign is
a dynamic process. Your player characters will influence your
world and your story through their action. What distinguishes
a good GMs is that they will always be ready to change their
plans if need be. You best prepare for this by not preparing
too much. Keep the focus of your campaign in mind, but spend
most of your time on the preparation of the individual sessions,
rather than immobilising the campaign by detailing too much
in advance. And most importantly, never ever forget about
your players and their characters. If you manage to integrate
them into the campaign from the first session, they will do
most of your work for you. Not to mention that you will all
have much more fun.
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