*Campaign Prospectuses*
I was first introduced to this idea by the brilliant and gracious William Stoddard via the Pyramid discussion boards. Rather than having the GM dictate game that might not get player buy-in or having the players force settings on a GM a Campaign Prospectus provides a large group of players a list of possible games on which to vote. Once they vote the GM sorts them into campaigns based on stated desires and preferences, thus making sure everyone has bought into the campaign concept. Doing so solves a huge raft of problems and it also spurs the GM to come up with more –and quite probably more offbeat – campaign ideas then they would have done otherwise.
Much of this web sites eventual content comes from games pitched in prospectuses that I either got a chance to run or had to write up to get the idea out of my head and onto paper.
*Direction, Objectives, Strategy and Tactics*
One question of campaign design is who is determining the focus: is it the GM or players?
A GM-Directed game is one where the GM determines the focus. Imagine a Star Trek game in which a federation starship enters a system in which something strange is going on and the PCs deal with it because they have to (the problem immobilized the ship), they want to (it plays to PC interests), they know they need to in character (colonists will die if they don't) or out of character ("Hey guys, if you don't do this, we ain't got no plot!").
A Player-directed game is one where the GM provokes reactions from the PCs, but the players are the ones who set the course. Imagine a Star Trek game in which a Ferrengi Trading vessel takes off from DS9 with a list of possible cargo ports… but they might decide to go pirate or try to mine deuterium from a star. GM can react with suitable challenges but the majority of the sessions will be based on player decisions.
Within these definitions Direction exists is on a continuum based on who's responsible for deciding objectives, strategies (how to reach the objective) & tactics (how to complete the strategies).
In the most GM-driven game – usually a convention or other pre-gen scenario –the GM controls two of the three and strongly influences the third (objective: get the ruby of Achaok; all strategies involve going into that dungeon; the tactics will be based on abilities of the pregen PCs) leaving players with a limited array of tactics to implement the allowed strategies through the setting & genre. A ‘traditional dungeon crawl’ game is similar but with with player generated characters Players have more control because they are free to solve each problem between them and the objective as they wish, even if the GM identified it and genre and character creation rules served as limits on their tactical choices. For example, if they don't kill the guardian hydra they can't get through that door to the Ruby of Achaok. The character creation rules stressed armored clerics, mightly-thewed barbarians and fire-invoking wizards, so strategies other than killing the hydra are non-optimal but not impossible, and the tactics will weigh heavily towards direct confrontation.
This sort of game can be fun because it is easy and fun. Everyone knows what they're supposed to be doing, and the GM can prep knowing no one will try anything outside the proscribed strategy and tactics (such as "we leave to find the best hydra-slayer in the land, and pay him with a share of the copper we're mining from the vein we found on level two!"). Discussion of tactics is usually had in play and can count as spotlight time - team-oriented groups will pick tactics that distribute spotlight equitably.
In other games the GM & genre exert less strategic control. The GM still sets the objective but leaves players to decide how to reach it, and the player characters have a less constrained set of tactics. For example, the player characters are offered a reward by the princess for getting the Ruby of Achaok, but in this campaign the character creation system is wide open (say GURPS rather than D&D), so the PCs instead consist of a gnomish alchemist, the owner of a small dwarvish mining concern and a recently retired ‘ambassador without portfolio’. The objective is identical, the strategies are highly likely to still involve entering the mine, but it’s very likely that the individual strategies and tactics will be wildly different.
In this sort of game player developed strategies are best done at the end of a session or between sessions so the GM has time to determine how the strategy will work. This means discussions of strategies are only limelight time if the GM has to provide information that the PCs would already know but the players don't. If the PCs have to acquire that information, that becomes the cause for a new set of tactics.
Then there are games where the GM sets up the world & the genre, but the players set the objective & tactics. For example: "OK, we're playing _Mage_ and the Technocracy has near-total domination of the world. What do you do?" This is a very different question from "How do you stop them?" With the latter, the GM set the objective: the PCs should stop the Technocracy. In the former, the players might flee into the Umbra, join them and aid their cause, build a sanctuary against them, try to reform them via debate or fiddle while Rome burns. Discussions of objectives should clearly be group spotlight time, as the Players and/or PCs must discuss what they intend to do and the GM must be aware of that from the outset. These can be tricky because some players flounder without a clear objective; to be fair however, some players thrive on it and bristle at games where the GM asserts more control.
Finally, there are the games like Prime Time Adventures, where the GM doesn't have significant extra control over the setting. The players develop the setting, objectives, strategies and tactics with the GM being nothing but an equal partner.
Most of the campaigns you’ll find here are of the first two sorts – I will recommend more control the more the campaign is trying to emulate a specific source material – with some in the third. I doubt there will be any of the fourth category, since those sorts of games are almost all ideas on how to develop campaign concepts and set of mechanics to run them. Those are great for that, but run counter to me telling you my own clever ideas. I am a fan of campaign ideas that have clear if unusual strategies and tactics because they will feel new and interesting without leaving the players wondering what they’re meant to be doing.
I wonder which category my Kerberos Fate game falls into. I'm guessing the first.
ReplyDeleteI would say first or second - based on what I've read you allowed the players a lot of leeway on their character creation. That leans more towards the second style than the first since they have more control on their tactics. Of course after a couple adventures you may have shifted your adventure plotting so that the settings preferred courses of action now mirrored the PCs chosen abilities and previously favored tactics.
ReplyDeleteIt hadn't occurred to me but I expect a lot of campaigns make that shift if the GM hasn't limited the players tactical option sup front. How would you respond to the players resolving a problem by kicking in the door and killing everyone dungeon crawl style at this stage?
With bafflement, as the PCs have been... not reluctant to kill where they feel it necessary, but hardly using that as a first tactic. I've been checking to see whether they kill downed opponents, as they don't always.
ReplyDeleteVictor will speed ahead to any door and unlock it at once to see what's on the other side, if I allow it. I suppose that might be the equivalent of kicking down the door.
Currently, they're in a situation where I expect a lot of bad guys to get killed -- and I expect some discussion about what to do with the innocent-but-potentially-monstrous victims. Steering here is not unlikely, as I've got to NPCs who would object to outright slaughter of innocents. So, the question is how much of an out on the "monstrous" aspect to give the group. This boils down to how I want the world to work.
I'm using a Call of Cthulhu scenario that does allow for the possibility of de-monstering the innocents, which I might not give if I were running it as Call of Cthulhu -- but as Kerberos Fate? Yes, it's appropriate. And it still leaves the group with about a hundred innocents, from various African tribes, in the middle of the Congo in 1840, when they want to just hurry up and save the world from a potential Martian invasion.
Did I answer the question?
I'm not sure. What I'm trying to get to is that now that the campaign (in terms of PC strengths, mechanical leanings and setting rules) is in place the players ultimately cede some of their control over tactics to the GM - not that they can't do other things but that everyone is comfortable with their PCs doing the types of things they normally do. Kicking in the doors and killing everyone would be a tactical choice that runs counter to everything in the Kerebos Club game that you've run so far, so it's no surprise that it would baffle you if they suddenly jumped to that. It also makes sense that you as GM would use the established genre and setting rules to steer them away from that option or rightly penalize them if they take it.
DeleteI rather like the second type of game where the players generate the plots they want to play in, though it's not always easy to produce and the GM-led game is simpler for many people who just want to blow off steam in their weekly game.
ReplyDeleteI'm a big fan of the Western Marches style approach (http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/) where the GM creates setting (with player input) and many, many hooks but the play thereafter is emergent from the PCs actions and player choices. Unfortunately the last time I pitched something like this to my group it was not a winnner. Tunnels & Trolls as the system may have put some of them off. I did salvage some of the setting ideas and approach for the Nine Gates game that followed.
I've found I enjoy putting campaign prospectuses together but with a small and fairly fixed group of players I can't really split us into smaller groups for separate concurrent campaigns. Whatever everyone most wants to play has to carry the day.
[Third time typing this bloody comment. Chrome and Blogspot don't seem to like one another. Nicely done, Google.]
Western marches sounds a lot like a game with primary player control of Objectives, Strategies and Tactics after the GM has inserted some guidelines to Objectives and Strategies in campaign creation. (By that I mean that by picking a fantasy genre he's ruled out objectives like 'lets build a space ship and fly to Venus with hard science fiction rules!' and ruled in strategies like 'use magic'.)
DeleteWhen it comes to that you and I are int he same boat. Most of my player group shies away from control of objectives even when that control is part of the game setting. They have a strong desire to want to know what they're supposed to be doing, and the answer 'whatever you like within the genre' doesn't work. If I pitch them a Martian Western where they are trying to settle a town and have huge control of resources, options and local politics they balk. If I pitch them a Martian Western where their job is to scout out paths for the railroad company (involving some specific issues with that any any number of 'this town along the way is having a problem) plots they'd buy into it.
True dat. Even imaginative players with great agency balk at a blank (or a mostly blank) canvas, while just enough structure can spur them to wonderful play. Constraints encourage good play.
ReplyDeleteHm, maybe that's what kept happening in my games... confusion over where on the continuum we were.
ReplyDeleteI think that's a common problem since unless you're deep into RPG theory you don't even have the vocabulary to discuss it. Add in that each original gaming group that your players were in would have had their own - and therefore infallably correct across the whole of gaming - interpretation of where the correct spot on that continuum is and you can have real problems.
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