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A lot can happen during a campaign, and you can never be sure what sort of mischief your players going to get up to. The trinity toolbox is a method of prepping for these unexpected dynamics of play. It helps you keep creative focus even when things are collapsing into chaos at the table. Examples of trinity toolboxes include:
- Conflicts
- NPCs
- Locations
- Atmosphere
- Campaign Clues/Rumors
- Themes/Motifs
We’ll discuss each of these in more detail below and there many other possible trinity toolboxes you might want to create. You don’t need to use every trinity toolbox for every campaign — you might only use one or two at a time.
Here’s how it works: For each trinity toolbox, you’ll create three elements. List them in your campaign status document. Then, during play, you can (and should!) reach in, grab these elements, and incorporate them into a session. You might use them:
- To respond when your players head in an unexpected direction.
- To flesh out a scene or make it more complicated.
- To make sure you don’t lose track of long-term planning.
- To buy yourself time.
- To make the game world feel alive.
- To smoothly transition from one scene to the next.
- To provide interesting filler for someone left behind when the players split the party.
You can think of your trinity toolboxes as a box of raw elements or a menu of cool stuff. Exactly how you use them, of course, will depend on the trinity toolbox in question. So let’s take a closer look at some examples.
CONFLICTS
Create three conflicts for the PCs to be confronted by. The easy default in most RPGs is a fight. (A man with a gun who can kick down a door! Or challenge them to a gunfight. Or drunkenly throw a punch in the bar.) But it can often be useful to think further afield than that, with a mix of physical, intellectual, and social challenges: A debtor coming to collect a debt. A political debate. A tense negotiation. A chase through darkened alleys. A crisis in hyperspace navigation. A riddle battle or tricky puzzle.
Another easy default is to frame all conflicts as an opponent vs. the PCs. But you can also create conflicts between others, stick the PCs in the middle of it, and let them figure out which side to support and/or how to extricate themselves.
Conflicts are often the focus of a scene, but your trinity conflicts can also be used to complicate existing scenes (they’re hear court Lord Chambers, but this drunken lout has interrupted them and wants to debate their vote on the Tariffs Act!) or even provide an exit strategy from a scene that’s drawing to a close (this conversation is played out, so let’s have some ninjas leap in through the windows!).
NPCs
Stock your trinity toolbox with three characters appropriate to the campaign’s current milieu. I find a stat block to be essential and you may also find the Quick NPC Roleplaying Template useful.
The more diverse your trinity NPCs are — in temperament, background, social class, expertise, etc. — the more likely it is that one of them will be useful at any particular moment. Make sure to give each of them a strong motivation — a goal that they want to achieve. It may or may not be directly relevant to whatever scene you end up throwing the NPC into, but you’ll be amazed how often even a tangential goal will (a) make an NPC come to life and (b) become relevant in the most surprising ways!
The PCs go on a shopping trip? Your trinity NPC might be either the clerk or another customer. They go canvassing information? One of the trinity NPCs is the person who can tell them all about it. They decided to seduce Lord Chambers and you want to add a romantic rival? Or they’re hiring a new henchman? Or they’ve gotten arrested and meet a cellmate in the county lockup? Those can all easily be trinity NPCs!
LOCATIONS
Three cool, interesting, weird, unique, or dangerous places. You’ll want to make sure they fit in with your campaign’s current locale (no town squares in the middle of the forest! … probably). They might be specific locations (Rick’s Nightclub), but more “generic” locations that could be located anywhere in the Old Forest or Casablanca or the Obsidian Plains may be easier to use. (The trick is to design something interesting, while still leaving it flexible.)
If you’re using battlemaps in your game, make sure to prep them for your trinity locations. If you’ve ever felt frustrated when the players jump in an unexpected direction and you don’t have a map prepared, this is one way of solving that problem.
Tip: If you’re running an urban campaign, you may already have a bevy of locations keyed around town. You can use these to seed your trinity locations (creating locations you want the players to learn about or just have more focus at the table), but I’d also take the opportunity to create some cool locations around town that are perhaps below the threshold of what you might typically prep.
ATMOSPHERE
List three images, sensations, impressions, incidents, or vignettes that can capture the “feel” of the campaign’s current location.
This is a trick I picked up from the globe-hopping Eternal Lies campaign, which provided both Hopeful beats and Sinister beats to establish the “mood” for each location the PCs visit. For example, in Malta the Hopeful beats are:
- Gulls sing and cry over the harbor, drifting through the air on invisible air currents, careless and free. It’s a lovely day.
- An old couple play chess outside of a tiny Baroque café. The woman makes a joke in Maltese and they both laugh and smile.
- The wind carries the smell of spices and tea down from an open window. Someone is plucking idly on a guitar up there.
And these were the Sinister beats:
- A storm blows in, its thunderhead rolling in dark and low, lightning playing across the sky and touching the sea.
- A dead gull lies rotting in the street, half-crushed by passing cars, its feathers matted and sticky with blood.
- Walking the streets of Valletta at night, a nearby streetlamp bulb pops and goes dead.
The extra layer of Hopeful vs. Sinister atmospheres was designed to help the GM reinforce or reverse the mood at the table, but the more general concept of trinity atmospheres is simply small bits of “local color” that you can opportunistically drop into any scene. I recommend choosing stuff that uniquely characterizes the current setting. What makes Venice different from Berlin? What makes Staten Island different from Manhattan? This is a tool for pushing persistent description at a macro-scale.
CAMPAIGN CLUES/RUMORS
At any given moment during a campaign, there are likely revelations you’re waiting for the PCs to discover: The location of a hidden crypt. The Phantom Jackal has secretly escaped from prison. LX-510 has become infested with pseudomilk predators. The terrifying truth of the Yellow Sign.
If you’re using node-based scenario design and the Three Clue Rule, then you’ve probably keyed clues pointing to these revelations into one or more scenarios. But there’s also stuff like permissive clue-finding and proactive clues. That’s where this trinity toolbox comes into play: It’s a collection of clues that you can drop into the action. You might use them when the players have lost their way, but they can often be used to add color and intrigue to almost any scene; or, as is the case with so many trinity elements, to respond when the PCs follow an unplanned lead.
Trinity clues tend to take one of two forms.
First, you’ve got floating clues. These are specific, possibly unique clues without a canonical location; meaning that you can drop them into any appropriate moment. This might be a treasure map, which could be given to them as a reward; looted from the bodies of a random encounter; or turn up when they make a pilgrimage to the Library of Lacunae. Or perhaps it’s a particular Mythos lore book, which could easily turn up in any collection or be found moldering among a madman’s possessions. And who had access — or stole access? — to the Barcelona Dossier? It could be almost anyone.
Second, there are pervasive clues. These are elements which are very much not unique. This might be noticing cult graffiti cropping up in town or werewolf pawprints out in the wild, or it could be a recent newspaper article printed in a thousand papers. Rumors are also a common form of pervasive clue. In some campaigns, in fact, rumors might be distinct enough to be a completely separate trinity toolbox from your campaign clues.
Trinity clues can involve a great deal of prep, including handouts and the like, but they can just easily be one or two sentences. You might even get good mileage out of simply listing the revelations you want to keep in focus and then improvising appropriate clues for them at the table.
THEMES/MOTIFS
Thinking about what you want the major themes and/or motifs of your campaign to be is something of an advanced technique: Very few GMs, in my experience, think about this sort of thing at all, and those who do often find it difficult to stay focused on their chosen themes and incorporate them into actual play.
Building a trinity toolkit for your themes can be a great cheat code for making sure they remain a tangible and persistent part of the campaign. This can be particularly true if you treat this toolkit as a checklist: Not just three options, but three things that you must include in the next session or scenario.
This is pretty straightforward if you just have one theme. For example, if your theme is Power Corrupts, then the seeds of your trinity toolkit might be:
- The Ring tempts Boromir.
- They hear rumors of Saruman’s warmongering.
- Frodo sees the Eye of Sauron.
If your theme has multiple aspects, consider assigning one trinity element to each aspect. Similarly, if your campaign has multiple active themes, assign one element to each theme. For example, if your campaign themes are the Fallibility of the Gods and the Ethics of Truth and Lies, then your trinity toolkit might be:
- [Fallibility] A broken temple, long abandoned, but with signs that it was ransacked by heathens.
- [Truth] The Landgraf confesses that his wife has been demonically possessed. The news blazes across the city.
- [Lies] Jordayn has promised not to reveal Benedict’s secret. Raethea will confront him and demand to know what Benedict is doing at the Hawk & Talon.
Framing trinity theme elements around dilemmas can be a powerful way of making them an active part of play.
You should not, obviously, feel like these are the only ways you’re allowed to implement your themes. You’ll still be building them into your scenarios and opportunistically looking for how you can frame scenes to feature them.
WHY A TRINITY?
Why not four or five or ten elements? Obviously you can include as many as you want. It’s not at all unusual for me to have a rumor list with ten or twenty entries that I can throw onto a random table. But, from a practical standpoint (and based on experience), there is a good minimum number to shoot for. If the three options are varied and distinct, they’ll give you enough options to cover a wide range of possible needs during the session. Some trinity elements will also become obsolete as a campaign progresses, and keeping the number of elements to a minimum will reduce the risk of wasted prep. Often you’ll get more mileage out of adding a new trinity toolbox rather than doubling or tripling an existing toolbox.
RESTOCKING, RECYCLING, REINCORPORATING
After each session, review your trinity toolkits:
- If you used an element, remove it.
- If an element is no longer relevant (because the PCs have traveled to a new city, for example), then remove it.
- Look at the gaps left in your trinity toolkits and restock them with new options, reflecting the current state of the PCs and the world, with an eye towards where you and the players want the campaign to go.
When you pull stuff from your trinity toolkits, though, don’t just throw it in the trash. Whether you used the element or not, tuck it away in an archive. In the future you can often dip back into this archive for inspiration. Sometimes stuff that became obsolete will become relevant again (e.g., the PCs go back to Malta). Stuff that was used can be directly recycled (you can mention that abandoned church again or include more cult graffiti). It can also be reincorporated, transforming it or using it in a different context
You can also build on previous elements that resonated at the table: The scene with the old couple playing chess developed into a fun scene, so maybe we can bring back one or both of those characters. Raethea collapsed in tears and ran away… what does she do next and how might that vector back in on the PCs?
Sometimes, based on what happens at the table, stuff will exit your trinity toolkits entirely and spin off into new scenarios. That’s great!
Conversely, if your struggling for inspiration in restocking your trinity toolkits, look at the scenarios in your campaign — the ones the PCs have already played, the ones they’re currently engaged with, and those you have planned for the future. How you can bring back elements from the older stuff, show the wider effect of the current ones, and foreshadow what’s to come?
Your trinity toolkits, after all, are just one set of tools among many for running your campaign.
The trinity toolbox was inspired by S. John Ross’ troika method for brainstorming adventure design, as described in the Digital 2.0 supplement for Mage: The Ascension and the Narrator’s Toolkit for the Last Unicorn Games’ version of the Star Trek RPG.


















