Human Slaves of An Insect Nation, part 2:
Setting up the Campaign Or Yes, Dave. It IS all about the story!
There’s a
TON of role playing gaming articles that directly contradict everything I am
about to write here. To be perfectly honest, I don’t blame them, since most of
them have been written by gamers and are aiming for gamers who want to tread
the middle ground and try to achieve an equilibrium between rules and
micromanaging a campaign and narrating it.
Let me make
one thing clear: rules are important.
Like ‘get gunned down by an attack chopper for breaking them’ important |
They’re the
objective ingredient holding an entire campaign together and the only thing
that stops your game from turning into ‘I shot you, Timmy!’ ‘Nu-uh, cause I
like, got a…magic impenetrable shield that covers my entire body!’
I remember having this conversation with my mother like, a hundred times… |
One handy
way to do this is by recruiting a rules-lawyer friend (at least until you feel
confident enough to run everything on your own), as an auxiliary,
rules-managing StoryTeller.
But don’t
be a lazy bastard, unless you want to find your campaign out of your hands and
into his for the obvious reason that if you’re too lazy to learn the rules,
then you’re going to fuck up and you’ll deserve losing your campaign then.
Joo were my brother, mang. No matter what, joo’ll always be my brother. |
Of course,
knowing the rules and managing them is a hard job in and of itself, but it’s
something mostly based on the ‘buddy-non buddy’ system that I’ll go into detail
in another article.
But now,
let’s get into the story, shall we? This is…
SHAPESCAPES’ ROUGH AND RUGGED GUIDE TO SETTING
UP A CAMPAIGN BASIS
STEP
ONE: KNOW THINE GAMING GROUP
So let’s
say this is you:
An average nerd with aspirations to becoming a good StoryTeller. |
You’ve got
stories in your head, the kind that you don’t think are good enough to be on
paper (and you might be wrong about that) but that you’d love sharing with your
friends.
These are
your friends:
From left to right: James (he’s into heroic fantasy), Simon (resident scifi expert), Neil (comic book sage) and Elton (keeps trying to play a Jedi in every game, regardless of setting) |
Each member
in your group wants to play, wanting to hand over the StoryTeller mantle to
someone else and they think that your try at a campaign is going to be
wonderful.
Before you
do anything, think about this: how well do you know these guys? Ask them: what
kind of stuff do they like or do they want to see/do in your game? How much
emphasis to character development do they require? Are they more the hacky-slashy
types or the talky-solvey ones? Do they like getting to know a multitude of
characters or keeping up with subtle political intrigues, machinations and a
long-spanning plot or would they rather just kick doors down and shoot stuff in
the face?
Then
consider this: does your idea fit what they want? Is your original concept of
them playing Infantrymen in the service of the Panhuman Empire in the year 4500
Post Contact, during the Great War appealing to them? Would they rather have a
tongue-in-cheek retired Stormtroopers campaign or should you set your sights
for vanilla fantasy?
Knowing
your group is the most important step toward knowing whether this campaign is
going to go anywhere in the first place. Go out for a beer with the guys before
you roll characters and ask them what it is they want and talk about it.
Who knows?
The end result might be way more interesting than you originally thought.
EXAMPLE:
You have decided to run a science fiction campaign, where players start off as
infantrymen in a great galactic war. Now, that means they’re just plain old
GIs, fragile and helpless against the lonely void of space.
James,
who’s into heroic fantasy, wants to be a badass commando instead. He wants to
be able to meet new lifeforms and beat the living fuck out of them and take
their stuff. You decide to allow the players playing as an elite unit that
performs sabotage and assassination runs on hostile alien worlds on behalf of
the Empire.
Simon, who
is really stoked from the prospect of finally playing a scifi campaign, tells
you that he considers the Empire’s mode of transportation to be ‘unrealistic’.
Simon helps you come up with a slower transportation method and jumps with glee
for getting the chance to contribute.
Neil tell
you he’s also stoked, but this whole hard scifi is a bit too much for him. You
talk it out with Neil and the scientific seriousness gets toned down a bit, for
the sake of everyone involved.
Because nobody likes long debates on Klein Bottle mechanics and morphology. |
Elton asks
you if he can play a Jedi. You ask Elton to very kindly shut the hell up,
because this shit has gotten, like, way old.
STEP
TWO: KNOW THINE SETTING
I love it how campaign maps get much less detailed the bigger the setting. |
So you’ve
got a story outline and you’ve made sure no-one’s bitching. Now you need a
setting map. There’s tons of premade settings out there (a few of them
impossibly awesome ones, like Pathfinder’s Golarion)
Featuring a John-Carter style solar system, complete with huge tits and alien civilizations! IN D&D! |
Or Savage
Worlds’ Slipstream
Featuring old-school two-fisted action across space and time! |
And for you
horror enthusiasts out there, there’s good Ol’ Delta Green
The setting equivalent of a 2-dollar whore, there to be used in every way you can’t imagine! |
Each of
these settings is well-thought out and presented, with a TON of hooks for you
to fit it to your narrative needs.
But let’s
say you’re feeling masochistic and wanna create a setting for yourself, shall
we?
First,
don’t draw a map, unless you’re a cartographer. That’s because nobody except
cartographers know how a map is supposed to work and besides you’ll probably
get bored halfway and turn 50% of the world into desert or mountains about
halfway through, going: ‘meh, they ain’t getting there anytime soon’
And then one of them gains access on teleportation capabilities and you suddenly find yourself very, very screwed… |
Instead,
visit a map-making generator site, like let’s say donjon (http://donjon.bin.sh/world/) or Where the Map Ends (http://www.wherethemapends.com/writerstools/writers_tools_pages/world_builders.htm) for some pretty cool free stuff
and tweak the generator until you get the kind of world you want.
Then look
at the map, open it on Paint (or Photoshop if you’re a fancy little image
wizard unlike me) and start working on it. Think about your original idea:
what’s the world’s technology level? Is it based on magic or science? How much
does your setting correspond to actual historical eras?
Once you’ve
got that figured out, then think: How big is your world? Is it the size of dear
old Earth (diameter 12,756 km, sphere surface area 511,185,501 sq km) or is it
bigger? Perhaps it’s smaller because parts of it haven’t been discovered yet
and you need to go map them and stuff!
Also, kill the natives and take their gold and land! |
Just keep
this in mind: a huge world needs way more detail and is much harder to handle,
especially in a setting that supports fast and effective means of transport. If
for example you fantasy kingdom has access to Dragonbuses, then that means that
the world is suddenly much more easily accessible, news travels faster, etc.
On the
other hand, if the epitome of transportation and communications technology is
the wagon, then the world can much more easily be divided and managed. News
doesn’t get around as fast and people from different cultures do not interact
with one another as easily.
Example: Running
your SciFi system generator, you create a Galaxy that’s pretty much the size of
the Milky Way (100,000 light-years (30 kiloparsecs) in diameter, and is, on average,
about 1,000 ly (0.3 kpc) thick, because hey, you’re feeling suicidal!
Good luck filling that enormously enormous space with shit. |
You decide
that the technological level of the Panhuman Empire is the equivalent of a
Type-2 civilization (that is, they have mastered the technology required to
harness the power of suns from colonized systems).
For reasons
of narrative convenience (and because you can’t be arsed to micromanage every
single fucking thing among the billions of things inside this gigantic setting)
you decided that transportation technology is based on ships jumping through
certain fixed wormholes in space, allowing ships to cross tens of light-years
in every jump, but only through fixed routes. You also decide that
communications technology, while considerably fast, does not allow for
instantaneous communication through sectors and long-distance communication is
either handled by mail (yes, mail. As in letters) or can be done
instantaneously but is iffy at best.
This means
that even though players can cross
through systems and reach everywhere with relative ease, they still can’t go
wherever the hell they want and to whatever they fuck they like, at least until
you’ve gotten the handle of your setting.
STEP
THREE: KNOW THINE ANTAGONISTS:
What’s lord
of the Rings without Sauron? Star Wars without the Empire? The Batman without
Joker? Dr Who without the Daleks?
Answers: A
boring tour guide through a boring, mostly empty world. A trilogy of shitty
prequels. Better off. Still fucking awesome.
All this positive bias and much more, coming soon! |
The
antagonist is the single most delicate matter in a campaign. As I said in a
previous article, this is not like writing a novel. Your characters won’t stay
still and twiddle their fingers as the villain explains his evil plot and they
sure as hell won’t spare them or resort to theatric, over-the-top resolutions.
If
anything, your players are far more likely to shoot the motherfucker in the
face with a machine-gun than even try to discern his plan. So what’s the
solution?
Well on one
hand know your players. Some people can’t even handle Sephiroth
Considering him to be the epitome of evil genius and sinister characteristics |
While
others want terrible, over-the-top bastards that are always one step ahead, in
the likes of Doctor Moriarty
One antagonist is not enough, especially considering that you’re pitting your one mind (no matter how well-honed and witty) against four other minds (that have nothing better to ponder all week than how to fuck up the antagonist’s plans). It’s entirely possible that you Doctor Evil Mc Mastermind will be shot dead as the players start unloading machine-gun cartridge upon machine gun cartridge the minute he introduces himself and leave you hanging, feeling dirty, cheated and very, very tired.
So how do
you solve this?
a) Numbers. There are a lot of
antagonists that want the players’ quest to fail or want to inflict harm upon
them.
b) The antagonist is subtly introduced
to the story. He might never appear until near the end of the campaign, or if
you do a good enough job, he might never be picked up by the players until it’s
way too late
c) The 14-year old StoryTeller method: The antagonist is 14 levels above the player’s current level and always leaves everybody with just one hit point after a single round of combat, because the players ‘amuse him’
c) The 14-year old StoryTeller method: The antagonist is 14 levels above the player’s current level and always leaves everybody with just one hit point after a single round of combat, because the players ‘amuse him’
Oh you know who you are… |
Option c is
shit and you know it. Option a works best for starting StoryTellers and option
b is a risky matter that requires finesse but feels…so…damn…GOOD!
“You mean that the guy who paid for our equipment and travels only did it so he could kill us when we were strong enough in order to win a bet?” |
Of course,
option b requires always dropping hints to the players and giving them a chance
to figure it out on their own, which is also its own reward.
So what’s
your antagonist’s beef with the players? What the hell is wrong with him? What
does he want with them?
Oh
anything, really. Taking over the world, the kingdom, annihilating the
Universe, becoming the next Great God or the servant of the next Great God. His
motives will only be made clear after the
players have decided on a purpose.
EXAMPLE:
The team of uber-commando saboteurs from before find themselves facing
increasingly difficult odds as they progress into enemy territory. They find
their plans revealed and their ambushes expected. Someone has been feeding
information to the enemy and the team has made it only by the skin of their
teeth the last time.
Who is the
mole? What the hell does he want with them?
There’s no
one mole. They’re not the only ones fighting the good fight behind enemy lines
or getting fucked every now and then. The intelligence network of the Panhuman
Empire is way too large to be properly regulated and can obviously not be
monitored by a single individual.
Or maybe it
is. Maybe there’s a consciousness, existing as a hive-mind, imprinted in
operatives scattered across the Empire, intending to destroy the intelligence
network and sabotage the war effort by striking at the informational exchange
system. Maybe the players find out one of the hive-mind’s hosts and fight it,
finding out more.
But what if
the host isn’t just an enemy of the Empire? What if it is some great alien
evil, set out to annihilate the lesser races by perpertuating a war that will
allow its hidden army, slumbering for millennia at the edges of time and space
to swoop in and take over effortlessly?
Suddenly,
your campaign is about four people leading a war against a malevolence that has
outlived suns.
Cue Immediate Music. |
STEP
FOUR: KNOW THINE OUTLINE
So you’ve
got your players, your setting and your antagonist. Now it’s time to look back
at your idea and re-arrange it so it better fits this greater whole. Maybe some
tweaking is required, or maybe the entire premise needs to change altogether.
It is
important that you make a very short description of the story. I do it by
presenting the story to myself as a movie trailer and see if I like it. Pick
the things, the events and the bits that you’ve been working in your mind and
arrange them into a short video, lasting 3 brain minutes. Then show that video
to yourself and see if you’d go watch it if it were a movie.
If you
would, then you’re sold.
By
compressing the story into a 3-minute (or 8-sentence) presentation, you have
given yourself a very clear outline and are in the position to start working
with the greater details. But here’s the catch:
You mustn’t
dwell on it too long and you musn’t get too attached to you campaign. Why?
Because there’s a thousand things that
could go wrong. The guys might lose interest. Someone might move abroad.
Everybody throws himself to his work and can’t find the strength to go through
four-hour sessions once a week instead of going out for beers or watching TV
with his spouse.
Anything
can serve to mess up your game, assholes in the group notwithstanding. You need
to be prepared and know that you might get your heart broken. But you know
what? Ideas (especially good ones) are never lost.
Who knows?
Maybe your scifi idea might turn into a book that you wrote in Greek and are
currently in the process of translating to English. Maybe you can fit these
ideas in another campaign altogether. Maybe you can break them in shorter ones.
Maybe you can make a bitchin’ comic book about it!
Or a series of impossibly campy yet unbelievably entertaining Power Metal CDs! |
Either way,
don’t fret over it. It’s not the end of the world. It’s a beautiful, beautiful
hobby and you won’t regret weaving your own stories for your entertainment and
your audience.
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