Finally the warp storms have cleared and I have reemerged better than ever. In this post the opening phases of planning a campaign are discussed. Thanks for hanging in there team!
Before you even
draft up the rules, drawings, or lists for your campaign you might want to see
if other people are even interested in it in the first place. Delegation can be key, and if you can ensure
that, say, three others are also agreeable to the suggestion, they may in fact
be willing to pitch in. You can go about
the organization of the whole thing in several ways: group sessions where you brainstorm
collectively and take the best ideas from what all of you have to say. This can be good because it eliminates some
of the wasted time when someone thinks of an idea and presents it several days
later to the others who then reject it (whether or not it was a good idea) when
they could easily fix that in 2 minutes so that they can move on to thinking of
better ideas. It also means that it is
less likely that the thought process would become cyclical, more heads means
more input and stimulus for potentially newer ideas, keeping the brainstorming
fresh and not stale. The bad part of it
is that one everyone needs to be available at one time and all in the mood for
it. Leaving someone out of this session
is a bad idea because they may feel cheated or not like the end result. In a large group this is unavoidable (for
instance if the campaign involves 8+ people) but in 4 and less everyone should
take part. Second sometimes discussions
can end up in bickering, name calling, and short tempers because people have
conflicting ideas and no one wants to back down, insisting their idea is by far
the best one. But far be it for me to
suffocate your creativity, if you think there won't be a problem then go for
it. Another method for delegating the
organization is actually dividing up different parts of it. For instance, one person gets assigned with
coming up with custom missions, another drafts the rules for progressing the
campaign, someone else draws a map or tree, etc. This can efficiently deal with problems,
however if one individual is not particularly pleased (or just bad at) their
task it may bring down the rest of the campaign because of that one ruined
aspect. You don't want an ornately
detailed and story driven mission to be ruined by the effect of the battle
being something as basic as "gain one point, you are that much closer to
victory". How boring. How…. Depressing after that epic battle and
story of the clash between the opposing forces.
This could be fixed by having everyone take a look at the finished
product for each person and coming up with comments and CONSTRUCTIVE criticism
to be shared. And then apply those
changes, review again, gain group consensus, and continue.
So everyone is
interested and involved with the campaign?
That’s great. There are a few
things that might be crucial to knowing where to start designing a campaign. First try and know what the range of people
involved will be. How many people can
you guarantee will participate, and how many are simply looking into it? Based on these numbers you may have to widen
the scale of your ideas or prune them to a more reasonable size. Second what armies will be involved? Perhaps it would be best to decide before
everything if you already have a theme in mind.
Do you only want Imperial forces versus Chaos? Perhaps a select amount of xenos are involved
in the conflict, such as the Eldar, Orks, and Necrons all fighting amongst
themselves? Or would you prefer to leave
it open and craft the story based on who is involved? It is all up to you, just keep in mind that
the more you specify the less people are going to be able to participate due to
your restrictions. If you feel too many
people would be cut out, but your idea is far too awesome to be thrown out,
perhaps you should look into doing multiple campaigns with different groups of
people so that they don't collide. Use
the same basic formatting and rules, and just adjust the story and missions or
so on as you see fit to make each unique.
Having a standard format is fine, but you may want to try and mix things
up a little bit so that both campaigns don't begin to feel the same to
you. And if you come up with a good
enough set of campaign rules and an excellent template, perhaps you can recycle
it in the future and propagate further fun, perhaps you'd even be willing to
share it with the rest of the community?
Perhaps figuring out
the frequency or duration of the campaign is another good place to start, do
you want it to go on for a few weeks, months, perhaps a year? How many games? Or would you prefer to not set an ending
point to it, just keep playing through it and seeing what happens, like in the
Aleph Sector Campaign blog, which has been going since 2006 I think… A bit
ambitious to pursue 12 years I think, but who knows, go for it if that’s what
suits you. So based on these details,
decide whether you want to set aside your normal gaming days to do this until
its over, or only once a month, or separate days entirely, but with that
decided you should be able to find out who might not be able to participate
then as well, giving you more needed details.
And this could also be subject to change if it proves to have too much
of an impact on participation than you wanted, so keep that in mind. This whole thing will become your baby, you
can craft it however you like (since it’s a clay baby and you have the magic
molding hands).
So that’s it for
today. Daily posting should resume as of
this post. Remember to try and figure
out the logistics of the campaign before hand, so that the feasibility of the
whole thing can be fully realized. And
thanks to all of you who inquired as to how I was doing and were interested in
the blog coming back to life. Here's to
all of you. Make sure to check out those
blogs that I have links to on the sides and also the active posts that change
frequently on the side as those posts are put up, unlike me they remain active. Cheers!
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