The Alexandrian

Posts tagged ‘running the campaign’

DISCUSSING
In the Shadow of the Spire – Session 31A: Kabel in Hiding

This is a trap. Head to Pythoness House, a manor house overlooking the King’s River Gorge in Oldtown. I will contact you there. Go now. They are coming.

Creative elements — characters, locations, actions, items, etc. — can manifest in a roleplaying game through:

  • Introduction, when an element first appears.
  • Repetition, when an element reappears.
  • Reincorporation, when an element reappears in a new context and/or with connections to other pre-existing elements.

The distinction between repetition and reincorporation is a finicky one, and arguably often doesn’t have any practical effect. But the key thing we’re talking about here is setup and payoff.

It is narratively satisfying to our “evolved to deliver a dopamine hit whenever we identify cause-and-effect” brains when we recognize patterns and see the connections. We’re hardwired to fundamentally believe that the world makes sense, and that’s why we find deus ex machina so unsatisfying. (Plus, the payoff makes it clear we weren’t just wasting our time watching the first half of the film.)

There’s a whole gaggle of writing and improv techniques you’ll find clustered around this concept. You’ve got Chekhov’s Gun (if you make a big deal about something at the beginning of the story, it should have a payoff at the end) and the Rule of Three (you set it up, you remind the audience of what you set up, you get the big payoff by bringing it back a third time). All kinds of stuff.

Of course, the advantage a writer of a novel or movie has is that they can go back and revise the script to setup the stuff they need: If Jayhawk needs a gun in the final scene, for example, they can go back and hang it above the mantlepiece.

In a roleplaying game, though, you can’t go back and insert the gun. (Unless you’ve got a time machine. And if you have a time machine, please get in touch.) This is why it’s usually more useful to draw our inspiration from improv theater techniques, and think primarily in terms of:

  • What has already been established in the fiction?
  • How can I use those elements to fulfill my current creative needs?

(Unlike pure improv, though, the GM’s scenario design does afford some opportunity to plan ahead. So don’t discount that entirely.)

You can see this, for example, in the Principles of RPG Villainy, where simply asking, “Instead of a new villain, is there an existing villain I can use again?” can add great depth to your campaign.

Another way of thinking about this is that, each time you reuse an element of the campaign world, you are building up the players’ (and PCs’) relationship with that element. It’s kind of like applying lacquer. It’s all about the layering.

You’ll usually not even know what all those layers are adding up to. The mere act of adding the layers is enough. You’ll find the destination once you get there.

The flip side of this technique begins when you first introduce the element. A key trick here is making sure you drop enough specific detail so that you CAN reincorporate that element in the future. This doesn’t have to be a lot. In fact, to start out with, you may not need anything more than a label. For example, when the PCs go shopping for supplies, make a point of giving the shopkeep a name.

The name gives you handle that you can grab. If you don’t give the shopkeep a name, you won’t be able to easily refer to them as being the same shopkeep the next time the PCs go shopping.

Of course, giving the shopkeep a name doesn’t obligate you to reincorporate them in the future. There’ll probably be lots of random details that get scattered into your campaign that will never be revisited. That’s just fine.

As you make a point of establishing these handles, though, you’ll likely discover that the players also start picking them up.

You can see a very large example of that in this session, as the PCs decide to offer Pythoness House — which they know to be long-abandoned — as a safehouse for Sir Kabel and his knights. But you’ll see it at every scale of interaction: They might choose to specifically go to that shopkeep you mentioned. Or hit up an NPC they met a half dozen sessions ago for a favor in solving their current problem.

Or might even be a blink-and-you-miss-it reference in casual conversation.

If you’re a player reading this: Do more of this! You’re helping to make the campaign something more than the sum of its parts, gently tugging it into a comprehensive whole.

As a GM, when this happens, you’ve basically got two responsibilities:

First, get out of the way. For example, I had a different idea in mind for Sir Kabel’s plans. I could have easily had Sir Kabel say something like, “Thanks for the offer, but I have other plans!” But that would obviously be a terrible idea.

This is largely just another example of default to yes, but I find it to be particularly vital here. Reincorporation is a really important way of giving meaning to events. (Pythoness House is available to serve as a safehouse because you cleared it out.) It’s also a great way of demonstrating that the game world is persistent; that it continues to exist even when the PCs aren’t looking at it. (Pythoness House didn’t cease to exist the minute you looked away from it.) So unless you have a strong reason not to embrace reincorporation, you should try to avoid stripping your campaign of meaning and verisimilitude.

Second, lean into it. If a player cares enough about a past event, person, place, or thing to spontaneously attempt to re-engage with it, they’re sending a clear signal that it resonated with them. Maybe they like it. Maybe they hate it. Regardless, it mattered to them. It interests them. So take your cue and run with it:

  • Drop that location into your campaign status document so that it can develop over time.
  • Next time, have that NPC reach out and initiate contact with the PCs (instead of vice versa).
  • Flesh out that shopkeep with a universal NPC roleplaying template or some sort of unique twist to their merchandise; or maybe use them as an adventure hook.

In the case of Pythoness House, I just needed to completely embrace Sir Kabel’s use of the location: Not just a safehouse for tonight and a meeting place for tomorrow, but the headquarters of the Imperial Church loyalists during their rebellion against Rehobath’s false-novarchy.

A one-and-done dungeon would now be a major centerpiece for the entire next phase of the campaign.

Thanks, players!

Campaign Journal: Session 31BRunning the Campaign: PC vs. PC Social Checks
In the Shadow of the Spire: Index

Fleshripper - grandfailure

DISCUSSING
In the Shadow of the Spire – Session 30D: A Plague of Wraiths

“Tee!”

Turning around at the sound of Dominic’s cry, Tee spotted a lamia-shaped wraith and a minotaur-shaped wraith hovering nearby – held at bay only by the divine energy that Dominic was still channeling through his holy symbol. Tee started to move into a firing position, but as she did the wraiths slipped around the far corner and disappeared into the room with the iron cauldron.

Gathering the others they followed the wraiths into the cauldron room. The two larger wraiths were lurking in the shadows here, along with two smaller ones.

Elestra cursed. “It got all of them? We have to kill them all over again?”

Here’s a thing that I don’t think happens nearly as often as it should in a D&D game.

PCs have a habit of leaving big piles of dead bodies in their wake.

You know who loves big piles of dead bodies?

Necromancers.

(Also strange necromantic miasmas, unfathomable alien spirits from beyond our plane of reality looking for a body to inhabit, toxic chemical spills, experimental zombie viruses, etc. etc. etc.)

The point is that if you’ve got a setting where undead are common + the PCs are constantly killing people, it just makes sense that they’re going to see some familiar faces when the shambling hordes show up.

This isn’t just a great seed for restocking your dungeons or dynamically keeping your sandbox in motion: It personalizes what would otherwise be generic undead encounters, while also getting the players to think about the long-term consequences of their actions. (Do we really want to be leaving all these corpses lying around?)

Once you’re thinking in these terms, of course, it’s not much of a leap to realize that this doesn’t have to be limited to slain enemies. Dead friends and allies are an equally fertile field. (Or, since we’re talking about undead, I suppose it might be whatever the opposite of a fertile field is?) This trope — of a one-time friend or family member returning as an undead monster — is actually quite common in horror films, so it’s surprising we don’t see it more frequently at the game table.

(I suspect this is because published adventures generally have to either eschew this sort of thing or take considerable effort to contrive the outcome: The can’t just say “…and then Lord Harlech comes back from the dead!” because they don’t know whether or not Lord Harlech has died in your campaign. But at your own table, of course, you don’t have to worry about infinite possibilities: You know who ranks among the dead. But I digress.)

Regardless, this technique is a great way to ratchet up the stakes and emotional investment of the players in the bad guy.

There is no greater enemy than one who was once a friend.

Campaign Journal: Session 31ARunning the Campaign: When Players Reincorporate
In the Shadow of the Spire: Index

Judo Action - quicklinestudio

DISCUSSING
In the Shadow of the Spire – Session 30C: The Two Letters

The next morning Tellith gave Tor two letters that had arrived for him during the night. One of them was from Sir Gemmell of the Order of the Dawn.

The other was from Sir Kabel.

“I think I just wasted two hundred gold pieces,” Tor muttered to himself.

We’ve got a couple of things I’d like to highlight here.

First, the setup.

As we discuss in The Art of Pacing, meaningful choices are the beating heart of a roleplaying game, and as a GM you really want to put the spotlight on those choices by strongly framing scenes around them. In this case, Tor had put himself in the middle of the Order of the Dawn, and now the Order of the Dawn was splitting between two leaders: Sir Kabel, who was remaining loyal to Seyrun, and Sir Gemmell, who was loyal to the self-appointed Novarch Rehobath.

The core question, obviously, is: Who is Tor going to support?

I certainly had my suspicions (and you probably do, too) based on the party’s reaction to how Rehobath had handled Dominic. But the party was also technically working for Rehobath at the moment, so there was absolutely nothing simple about the situation. It was pretty muddy and very complicated, actually, which is precisely what made it such an interesting question.

Having the letters from both Kabel and Gemmell arrive at the same time was, of course, a way of slicing through all that complexity: Kabel. Gemmell. Who do you respond to? How do you respond? What’s your choice?

What Tor actually chose to do blew my mind.

But that will have to wait until our next update.

HONOR CHOICE, BUT USE YOUR PREP

The other factor here was Tor’s choice, earlier in this session, to seek out Shim and hire the information broker to deliver a message to Sir Kabel. I hadn’t anticipated this at all, but it was an inspired bit of gameplay.

(It somehow hadn’t occurred to me at all when I decided to reveal that the PCs had hired Shim during their period of memory loss that they would then continue hiring him for various tasks.)

The problem this created for me, however, can be neatly summed up by what Tor says: “I think I just wasted two hundred gold pieces.”

The logical response to Sir Kabel receiving Tor’s letter, after all, was for Sir Kabel to send him a reply telling him how they could meet… which was, of course, the letter I had already prepped and which was scheduled to be delivered shortly thereafter.

Stuff like this can actually happen quite a bit: You know that something is going to happen. Then the PCs do something completely unexpected, but which logically would result in the same thing happening (with perhaps minor differences). This is just a particularly clear-cut example of it.

And, as a GM, it feels a little weird when this happens. The PCs did something unexpected, so… something unexpected should result, right? But instead the exact same thing happens?

… is that railroading?

Well, sometimes, yes. It is. If you’re forcing things to play out according to your prep, that’s negating player choice and that’s railroading.

But sometimes it’s just a weird coincidence: You are, in fact, honoring their choice. There’s just a weird act of judo where their own momentum throws them right back where they started.

When you find yourself in the position of performing this weird judo, one thing you can do is really focus in on how their choice did make a difference and then think about how that could be significant.

For example, in this case Sir Kabel’s letter was literally identical. (I didn’t rewrite the prop.) But there was a key difference: In the “original” continuity (which never actually existed), Sir Kabel made the decision to reach out to Tor without truly knowing where his loyalties might lie. But in the actual continuity, because of what Tor’s player had done, Sir Kabel sent his letter because Tor had reached out to him; had, in fact, taken great risk to make contact.

That’s actually a huge difference! It meant that Sir Kabel would be far more confident of Tor and far more trusting of their alliance. (Assuming that’s how things played out.)

So even in a moment like this — where the prepared prop of the letter made my player say, “I think I just wasted two hundred gold coins” — I was still able to, a little while later, show them that their actions had been meaningful.

Campaign Journal: Session 30DRunning the Campaign: The Undead Sequel
In the Shadow of the Spire: Index

Machine Gun Woman - Maksim Shmeljov (Modified)

DISCUSSING
In the Shadow of the Spire – Session 30B: Golems & Ghouls

As Agnarr leapt into their midst, he could see one of them peeling flesh from its own arm and chewing on it.

“They’re eating themselves?!” Agnarr could hear Elestra’s horrified gasp from behind him, but he paid it little heed as he hacked his way through the ghouls.

For a moment it seemed as if Agnarr would dispatch them all – his flaming blade tore easily through their frail frames. But then the last of them leapt suddenly upon him and got its teeth into him.

This might be a little early to talk about this, but over the rest of this session and the next few sessions you’re going to see a lot of horrific beasties and strange curses get unleashed in the Banewarrens, by both the PCs and NPCs.

Something you’ll notice (albeit not with these ghouls), that most of these banes will either (a) attempt to flee after engaging the PCs or (b) target someone other than the PCs as their first (or subsequent) action. This, of course, creates long-running problems for the PCs, as they deal with the consequences of these ancient evils breaking loose into Ptolus or just wreaking havoc on their allies.

This is, of course, thematically appropriate for the Banewarrens, which were originally built to lock all of these banes away from the world; sealing them in a prison from which they were never meant to escape. Whether you agree with the Banelord’s belief that there’s a Principle of the Conservation of Evil that the universe abides by or not, there’s little question that mucking around down there not only risks releasing a whole bunch of evil stuff, but also a whole armada of ethical questions about your responsibility for having done so.

But this also reflects a broader GMing tenet I believe in: Spray your bullets.

What I mean by this is that when we think about releasing something into our campaign, we have a tendency to think about it strictly in terms of how it might intersect and affect the PCs: There’s a phase-shifting troll loose in the Banewarrens, when will it attack the party?

In other words, we aim it very precisely at the PCs.

This makes a lot of sense, because, of course, the other players are sitting at the table with us. Our entire focus is on continually generating and communicating the fictional game space for them to take their actions in. So there’s an obvious predilection, whenever something might happen in the game world, for us to aim it at the PCs. It’s target fixation.

What I’m suggesting is that, when we shoot stuff into the campaign, we should get a little sloppier with our aim: Don’t just hit the PCs. Start hitting stuff all around them. Their friends, their allies, innocent bystanders, even their enemies. To continue our metaphor, let stuff ricochet around a little bit and see what happens.

The ricochet is actually quite important, though, because if stuff happens and the players never learn about it (or its consequences), then it’s probably wasted prep. So you want to have stuff impact things around the PCs, but then you want the consequences of that to ricochet into the PCs: they read the newspaper headlines, they find the body, their friend calls them for help.

The benefit, of course, is that this makes the game feel more dynamic and believable: The PCs aren’t the only people who exist, moving through a world of shadow puppets. Instead, the world is filled with people who seem to be living lives of their own.

And this will also mean, when the bullets in question are being shot in response to the PCs’ actions, that their choices will become even more meaningful.

Campaign Journal: Session 30CRunning the Campaign: Honor Choice with Judo
In the Shadow of the Spire: Index

Knight's Charge - warmtail

DISCUSSING
In the Shadow of the Spire – Session 30A: The Breaking of the Dawn

The red-sashed knight approached with his sword drawn. Tor and Kalerecent stood calmly, careful to give no cause for alarm. As the knight drew nearer they raised their hands and displayed their rings. The knight relaxed slightly, but kept his blade on guard.

“What happened here?” Tor asked.

“Sir Kabel attempted to assassinate the Novarch.”

If I could only give one tip to GMs about pacing in RPGs, it would be to do a cliffhanger every single time the opportunity presents itself. It’s virtually impossible to have too many of them.

We’ve previously discussed cliffhangers at the end of sessions, but here we have a cliffhanger happening in the middle of a session. This is made possible by the fact that the players have split the party: If they were all together, I wouldn’t be able to cut away from Tor immediately after delivering the shocking news that Sir Kabel has attempted to assassinate the Novarch.

This is one of the primary reasons why, in The Art of Pacing, I described splitting the party as pacing on easy mode: There are just so many extra tools you have at your disposal as soon as the PCs are no longer all together in the same scene.

The trick, of course, is getting the PCs to split up in the first place, particularly when “don’t split the party” has become such a maxim in RPG fandom.

The key to this is that the PCs need to have multiple desires which cannot be resolved sequentially (i.e., they either have to both be done right now, or they can’t be done or become much more difficult to do). This tends to rather difficult to pull off with a linear adventure, but often happens all the time and with little or no effort with non-linear scenarios that you’re actively playing.

In this case, of course, the PCs want to both help Kalerecent take Rasnir’s body to the Godskeep AND keep the Banewarrens securely guarded. They can’t be in two places at the same time, and so splitting the party becomes inevitable.

CAMPAIGN COLLISION

What happens over the next session and a half is one of my favorite moments form the entire campaign. And the fact that it kicks off with this scene — of two knights of the Order of the Dawn bearing the body of their dead comrade home at the very moment that the Order is breaking in a bloody conflict — is, if I may say so, about as perfect as one could hope for.

Which is why it’s so interesting that I didn’t plan for any of this happen.

Let’s peel back the curtain here and take a closer look at how this played out.

First, as I’ve previously discussed a bit, the schisming of the Imperial Church was intended to play out as a background event. It was intended to add some depth and flavor to the campaign world in a way that was, at best, tangentially related to what the PCs were doing.

But Dominic unexpectedly presented himself to Rehobath as the Chosen of Vehthyl, which allowed Rehobath to move up his timetable and declare himself Novarch several weeks earlier than I’d expected. And then Tor ended up getting squired in the Order of the Dawn, placing two of the PCs at basically ground zero.

The schism was now very much onstage.

Second, I had keyed the Breaking of the Dawn — in which Sir Kabel gathered loyalists within the Order at the tournament field north of Ptolus to arrange the arrest of the “False Novarch,” only to be betrayed by Sir Gemmell — to my campaign status document as a timed event: It was going to take place at a specific date and time.

Third, Tor — completely oblivious to this — made plans to take Iltumar the would-be hero to the tournament field and do some practice swordplay with him in an effort to give his aspirations a path that didn’t lead straight to the chaos cults. By sheer coincidence, Tor scheduled this training excursion with Iltumar at the exact same time Sir Kabel was going to be at the tournament field.

This prompted me to prep the events of the Breaking of the Dawn in much more detail — basically as a mini-scenario, since it now seemed quite likely that Tor would be directly involved. But then the evolving situation with the Banewarrens caused Tor to cancel his plans with Iltumar!

Regardless, the Breaking of the Dawn was still keyed temporally.

The fourth element here, of course, is Kalerecent. Rather than being keyed to a specific time, Kalerecent was keyed in a status quo: Whenever the PCs arrived at the Banewarrens, he would be waiting with Rasnir’s corpse. (A sufficiently long delay in the PCs reaching the Banewarrens, or if they had come to the Banewarrens and then left again before actually meeting Kalerecent, might have changed that. But that’s purely hypothetical since it didn’t play out that way.)

So in my prep notes, these two things — Kalerecent wanting to take Rasnir’s body back to the Godskeep after being assured that the Banewarrens were secure and the Breaking of the Dawn — were completely unrelated to each other. It was entirely coincidental that things played out this way. And, in fact, it’s quite easy to imagine a scenario in which:

  • none of the PCs chose to accompany Kalerecent;
  • Tor stayed in the Banewarrens (“as a fellow member of the Order, I’ll take up your oath, Kalerecent, until you can return”) while some other group of PCs accompanied Kalerecent;
  • the PCs screwed up and the Pactlords killed Kalerecent when they returned to the Banewarrens;

or any number of other possibilities.

That’s really the beauty of prepping scenarios that can be actively played: You never know how all of your disparate toys will come together to create something of astonishing and unexpected beauty.

Campaign Journal: Session 30BRunning the Campaign: Spray Your Bullets
In the Shadow of the Spire: Index

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