Discussions about using published material in your RPG campaign – settings, scenarios, etc. – tend to break down into two camps: Those who eschew it as heresy and those who argue that it’s a necessary time-saving device for many GMs. Where people fall on this spectrum will often vary depending on the type of material being discussed: Many of those who declare all GMs who use published scenarios as unconscionable hacks would nevertheless be completely baffled by someone suggesting that their use of published Monster Manuals betrays their creative weakness and incompetence.
(As you can tell, these are often “fun” discussions.)
I tend to take a third position in this debate: When used properly, high quality material isn’t just a time-saving device or a compromise. It will improve your game and give a result better than what could have been achieved without the third-party material. (Which is not to say that every campaign can or should include published material, because there are other creative agendas to consider.)
I draw an analogy to theater: Yes, it is possible for a theater company to perform nothing but material developed by the people performing it. But the reason theater companies choose to mount productions of Hamlet is that (a) the creative input of the playwright spurs creativity from the other participants that wouldn’t exist without that input; (b) the act of creative interpretation is unique, rewarding, and distinct from blank slate creation; and (c) the specific interpretation of a particular production creates a communal dialogue and shared experience with other productions, which can enhance both the short-term and long-term rewards of the production.
Similarly, when one runs the Tomb of Horrors it’s not just that the module can create experiences the group would not have created on its own: The group can also benefit from the experiences others have had with the module, and the shared experience (for example, being able to swap tales about what happened in your version of the Tomb) can create long-term enjoyment that wouldn’t exist with bespoke material.
More than merely the shared experience, though, I feel that using pre-existing material can have a positive impact on your campaign that extends far beyond the immediate utility of the material itself. One of the primary ways this is true is through the use of reincorporation when adapting the material to your campaign.
CREATING ELEMENTS
Before delving into that, let’s take a moment to discuss what reincorporation is. For any creative element in roleplaying there are three moments of instantiation:
- Creation
- Repetition
- Reincorporation
Creation is the moment at which the element is first conceived. Repetition is when that element is used again. Reincorporation is when the repetition of an element reveals it to have connections to other pre-existing elements.
For example, you create a bounty hunter named Nafassk. Repetition happens when Nafassk shows up again hunting another bounty. Reincorporation happens when you reveal that Nafassk is working for the PCs’ old patron, Prelate Cadal; it happens again when it turns out Nafassk frequents the same tavern the PCs do; it happens again when Nafassk is hired to kill the PCs; and so forth.
(The distinction between “repetition” and “reincorporation” can be a little hard to grok, but notice that repetition of Nafassk only serves to add additional details about Nafassk. When Nafassk is reincorporated into the narrative, on the other hand, it’s not only our understanding of Nafassk which is deepened; we also learn more about Prelate Cadal, the social scene of the tavern is enriched, and so forth.)
Due to the unusual nature of roleplaying games, it should be also noted that the creation-repetition/reincorporation sequence may not match the sequence of how that material is encountered during actual play. One example of this is foreshadowing, in which the GM creates an element for inclusion at Point X in the campaign, and then includes repetitions and/or reincorporations of the material before the players reach Point X as a herald of what’s to come.
Creative personalities often worship in the Cult of the New, and GMs are no exception. It can feel far more exciting to create something shiny and new rather than reincorporating existing material. But reincorporation builds meaning; it builds relationships; it builds significance. Sometimes the joke is funnier when you bring it back than it was the first time.
(This is usually less true of simple repetition, which is why just quoting Monty Python isn’t as funny as when Monty Python throws a wooden rabbit at you.)
Superhero comics understand the balancing act between novelty and reincorporation: It would get boring if Batman faced off against the Joker in every single issue. But the Joker also becomes a richer and more interesting character as a result of his history with Batman.
ADAPTATION THROUGH REINCORPORATION
How does this relate to the use of published material?
For the moment, I’m going to look at this through the lens of published scenarios, although the same advice can apply to the use of other published material. Generally speaking, published scenarios are generic: Their content is obviously self-contained. Every creative element that the published scenario introduces is, by necessity, new to your campaign.
(In many of my published works, including the core style guides for Infinity scenarios, I make a point of including suggestions on how the material in the scenario can be seeded into your campaign before the scenario started – what I call “Groundwork” – and also how elements of the scenario can be carried forward into future scenarios of your campaign. But that’s more the exception than the rule, and it’s still limited to being a one-way transaction.)
What I’m suggesting is that one of the first things you should do when adapting published material to your campaign is to look for ways to reincorporate existing elements of your campaign instead of simply using the new elements introduced by the published material. Does the new scenario feature a vampire villain? Can you use that vampire lord the PCs encountered a couple months ago? Or maybe this new vampire was sired by the vampire lord? Or could you adapt the scenario to feature the lich who’s the primary recurring antagonist instead?
This approach can seem counterintuitive for those who think of published material as primarily being a timesaver, since you’re often ripping out perfectly good material simply to create more work for yourself in tweaking existing elements of the campaign world.
The obvious reason for doing this is that, by reincorporating elements into the scenario, you enrich the scenario: You make it more personal for the PCs. You create deeper meaning. You give the events greater significance.
What may be less obvious is that this works both ways: The pre-existing context of your campaign flows into the published material, but the context of the published material also flows out into your pre-existing material, resulting in long-term value that can last long after the scenario has been completed.
For example, I made the decision early on when developing the Western Lands setting I’ve used for most of my D&D campaigns since 2000 that there would only be one pantheon of gods. And, moreover, that pantheon would consist of exactly nine gods and I knew who all of them were.
This creates a significant limitation for me when adapting pre-existing scenarios which feature religious edifices and institutions. Which, this being D&D, is practically all of them. Often, like Roman cult-looters, I can simply equate the scenario writer’s god with one my own: God of the harvest to my goddess of the harvest, warrior god to my warrior god, and so forth. But each time I do this, my gods and goddesses tend to accrue additional details. It was thus that Vehthyl, the God of Magic, also became the Clockmaker. And Crissa, the Mother, gained the aspect of the Defender, in which form she is often depicted with the Sword of Justice and the Shield of Truth. (And this, in turn, also began to give new light to her relationship with her son, Itor, the God of War.)
When I adapted Rappan Athuk and The Tomb of Abysthor from Necromancer Games to form the heart of another campaign in the setting, I realized it would be useful to have smaller religious cults. This led to the creation of the Saint Cults, which venerated their chosen god through the Saints who had become living conduits of their god’s will. This concept would grow to become so central to the campaign setting that in my Ptolus campaign one of the characters actually became a living saint.
As you can see, this actually works great with cultural aspects of your campaign world. Fictional cultures are often very flat and one-dimensional. Reincorporation through adaptation tends to force the kinds of messy compromises and weird regional variations that you see in real world cultures. And it doesn’t have to be limited to the big, mythological elements: Instead of moving to the new town described in the next adventure module you’re using, add the NPCs and locations in the new material to the PCs’ existing community (and figure out their relationships to the existing community).
The bridges that you can cross with these techniques can be quite large. For example, I once ran a (sadly abortive) campaign mixing the Freeport Trilogy from Green Ronin games with Greg Stolze’s City of Lies for Legend of the Five Rings. Blending the byzantine Eastern politics and Opium Wars of City of Lies added incredible depeth to the Mythos-infused pirate town of Freeport.
And it’s really those surprises – those unexpected juxtapositions and compromises out of which immense creativity erupts – that makes this technique so incredibly rewarding.
I bought your Black Mist scenario awhile back from DrivuThru, and the Groundwork section is one of my favorite parts. I wish all publishers would catch on to that idea.
I’ve just gotten to the point of seeding the dreams that lead up to that scenario in two of my campaigns. Looking forward to watching the rest of it develop.
The other thing I really like about how you put it together is that it is something that can happen in the background of whatever else is going on in my city. If the PC’s don’t bite on the initial hooks, it’s going to happen around them anyway, which I think is just good design that helps me create the illusion of a living world.
This is a way I use other published material as well. I just dangle their hooks, or give them rumors off the rumor table, or describe a landmark from one of these modules. If they go investigate it, great, I’ve got my next few sessions of prep mostly done already. If they don’t, the scenario plays out without them and the world changes as a result.
Out of curiosity, did your nine gods correspond to the nine alignments?
Wow, you’re putting out so many great articles in such rapid succession!
This article seems to hark back in some ways to your Hexcrawl series, where you talk about using pre-made content to flesh out a sandbox, to the point where I can’t help but feel that article should link to this one because it’s perfect advice.
You mentioned writing the style guides for it, so slightly on a tangent, but am I right in thinking that you are writing scenarios for the upcoming Infinity 2nd Edition?
Re: Wyvern. I went back to check my oldest notes and it appears that they never did. I did assign them specific domains, however, following the guidance of the 3E core books. (In later campaigns, I just let players pick the domains they wanted. They just needed to explain how those domains corresponded to their god/goddess of choice.)
Re: Sarainy. I was the line developer for the RPG and co-designed the core rulebook. I’ve also collaborated on a number of the scenarios written for the game, and am currently working on a full campaign that should hopefully be out later this year.
That’s fantastic news, Justin. Please post when pre-orders are available for the campaign, I would love to get hold it!
Hmm, interesting point but, there is a nuance here, it is not just using elements again but as a gm appraising how those elements are being reacted to. The way players feel about the elements is most important thing at the table.
An this is exactly where modules can run you into hot water. In many modules you find yourself digging through paragraph site location entries: here energy & observing body language take the back seat. In contrast running my own stuff I have what I need in my notes an not alot of chaff I.E. the cooks backstory (reign of winter: snows of summer vol.1)
I do not think the issue is un-treatable. I just know for me, it is better to read a module cover to cover, an then make a couple notes. I then never touch the book during the session except to show the pretty pictures, instead running the cool beats an linking scenes in a more organic way.
It’s important to have conversations about modules bc, a ultimate true answer to how to run them, for every person, which probably does not likely exist. An I can certainly say from personal experience there is some new GM’s who run modules in a cringey way.
Would you share your pantheon?
A pantheon with nine gods is exactly what I wanted to use for an upcoming campaign. I could certainly make my own, but reincorporating yours seems like a strong approach especially as it gives each god’s domains an organic, “lived-in” feel that I’d not be able to reproduce. I’ve searched the site and while I find references to individual gods (or even a few at a time) I don’t see a comprehensive list.