Most of my early campaigns were a combination of what the other GMs like to call “sandbox” or were episodic. The old Dungeons & Dragons games were a dungeon or monster kill of the week — fun, but not narratively pleasing, and there was little reason or room for character growth. The characters were avatars for the players “being awesome.” Each game episode was discrete, with little connection to the next, save the characters involved, and often GM duties were swapped. Toward the end of the last D&D campaign of our high school period, I experimented with an actual story arc involving the stereotypical, Tolkeinesque fight to stop the evil baddie from destroying the world. It went well and is the only bit of the D&D gaming we did that I and the other players from the period remember because there were consequences to our actions, the characters changed (some died), and there was an actual plot to follow.

But that plot was improvised. It grew organically out of a bunch of episodes that were very loosely connected. The story arc wasn’t so much planned as I simply set down an ending — we would fight the evil god-thing (the name of which I forget, but let’s face it, it’s the devil/Sauron/Walking Dude/whateveryoucallit) and either win and become the new masters of the world or cork it spectacularly.

The nice thing about an improvisational approach to campaign design is that it allows for a lot of changes on the fly. You don’t have every detail planned out, and loosing a player for a week or two because of a car accident, or because they have a new job, isn’t as much of a blow as something more structured. the character development is a lot more freeform, instead of having specific incidents you’ve planned to lay on them to see what the players do and how they craft changes (if any) in their hero(ine.)

The downside is you’ve got a lot of tap-dancing to do. NPCs that aren’t fleshed out at all can catch the player’s imaginations. Now that barkeep that has no name needs one. And a backstory — if not then, soon since the players insist on using the guy as an intel source. You need to be ready to explain on the fly the politics of a town or region that you thought wouldn’t matter, as they were simply supposed to go kill the monster and steal the treasure (and find a clue for the next episode, perhaps) at a dungeon or what have you.

This is even more challenging for settings where you might need a bit more knowledge — say a Victorian period campaign in London. Hopefully you boned up on the city in the period, because in a sandboxed/improvisational campaign, the characters are going to wander off an force you to try and stay ahead of them.

I like the “sandbox” as a means to give the characters more flexibility in their actions, but I’ve found a lot of players wind up not taking the bait for missions you might have in mind and wander off to do not much but get in barfights. For me, creating a setting gives the GM more ability to create richer adventures, and have a few fall-back side missions to distract the characters from killing off your cool villain too quickly, or as a means to nudge them toward the big mission you have laid out.

A lot of my early gaming was episodic, as mentioned before: comic book games, spy games where the adventures could be described as “movies” or serials where, once again, the only connection was the characters. The story arcs evolved, if they were there at all. this changed when I decided to run a sci-fi campaign during my time at the Defense Language Institute that was one part Babylon 5, on part Varley’s Titan series. (If you haven’t read the latter, stop everything you’re doing and do so — it’s some of the most inventive and screwy worldbuilding in sci-fi.) There was to be a specific beginning, middle and end, and I had a timeline: 16 months to roll the whole thing before we were off to our next duty assignment.

There were what the TV types call “push episodes” that moved the story along, and others that were there for filler or to let the characters wander off and do a bit of exploring in the world created. It was fun and I managed to pull it off with a few weeks to spare. Everyone had a blast, including me. What I discovered is that having a much tighter plan for the story arc is much more fulfilling for the GM and the players, but it is — by definition — ore restrictive. You do’t have to railroad the characters, necessarily, but the nature of the narrative should propel them — generally — in the direction you want.

Ever since that campaign, I’ve become a planner. There’s usually a story arc and a string of push episodes that are interspersed with side missions and a bit of sandboxing to keep things interesting, but I have a much tighter eye on the prize: telling a story with the help of the players.

My espionage campaigns are the easiest to make this happen: you get orders from the powers-that-be that set you on your way. They define the parameters of success, what you can and can’t do legally, and the potential consequences for failure. There’s still plenty of room for the characters to decide how to make this happen, and they can go off the reservation to follow leads that crop up, leading to missions that are player, rather than GM-generated. Having a chain of command or hierarchy that the characters serve is one of the easiest (and less intrusively railroading) ways to get them to take on a mission and follow a plot without you smacking them over the head with the story plan. They’re just doing their jobs.

I used this technique on my next camapign, a straight Babylon 5 game, that also had the added difficulty that I wanted to hew to the show canon, but not have the characters directly involved in the show’s events. When using licensed material (pre created worlds with metaplots not necessarily connected to your players) this is the big trick. For the B5 game, I made them another front in the Shadow War, only vaguely connected to the space station and the show characters. It worked and was fun, and I managed to roll the campaign up in two years successfully — even though we lost a few of the players toward the end. I followed the same method for a Star Trek campaign, setting it between series to allow for a connection to them, but giving the characters room to be the heroes.

The toughest of these licensed universes to work in so far is Battlestar Galactica. There’s a pretty solid metaplot you should have going on if you are using the universe: the Cylons destroy the colonies…now what? In the first iteration of the game, I did the “second fleet” game — the players were on another vessel that survived the holocaust and were attempting to rescue folks from the colonies before they lit out for greener pastures. It roughly followed the show, with events showing up in the background, but they never found Galactica or Pegasus and were eventually going to set up in another tar system remarkably like the colonies, with multiple habitable worlds, so the grand story could begin again. (They were working off another “prophecy”, to stick with the semi-mythic feel of the first few seasons.) This go ’round, I’m doing a lot more before the attack, creating a more Cold War feel — the Cylons are still out there, the higher-ups know but are keeping the population in the dark for stability sake, and eventually, the character might or might not turn the attacks. Another option is they are the big heros, leading a rag-tag fleet.

As you can see, I have a general plan for the campaign, but at this time, it’s more improvisational, to allow the characters to really be the heroes. I’m using the “all of this has happened before” idea to allow them to be the Adamas and Apollos of this iteration of the story, but if they don’t stop the Cylons, there will be a general arc like the show: find Earth, save mankind.

I’ve found that the secret to a successful campaign is a balance between planning — not just the adventure plot at hand, but having a few NPCs in the back pocket for quick use, and a knowledge of your setting, even if it’s just broad strokes. No matter how well you plan, however, the players are going to go off script or will get distracted by a background NPC or a “clue” they thought they saw that was just some descriptive fluff for you. That’s when you need to be ready to bang together a quick caricature of an NPC, expand on the look of a building or the setting their in, or prepare to create a whole red herring or real clue trail for them to follow when they see the gaming equivalent of “SQUIRREL!”

Last week was supposed to be the start of the next “volume” of our pulp game, taking place in 1937 New york, Philadelphia, and possibly Washington DC, but a last minute cancellation left me hanging so I ran a Battlestar Galactica episode.

Episode 107 was titled Agent Provocateur: The ship is at Scorpia Yards for repairs after the terrorist attack on her, using a freighter jumping out while in the flight pod as a weapon. The MARDET commander/intelligence officer is going over mission logs from before her taking her position and finds that one of the missing members of a deep-range observation post (from the first epsode) was one of the diggers on the Sagittaron archeological find in a later episode…does he know what happened to everyone? Were they taken by the Cylons, and if so, what danger does he pose?

The commander passes the information up the chain of command, but also informally sends it to his father, the president’s security advisor. Suddenly, he gets tasked with bringing in the man — who was posing as an archeologist from the University of Leonis, but who was actually a Canceron astronomer than worked for the Defense Department — and finding out what he knows.

They arrive on Leonis and Luminere was portrayed as a “city of lights”: elegant, “old world” feeling, and an ancient cultural center. Think a very, very high tech Paris or Rome. They are working with the Colonial Fleet Security Bureau, and their liaison is a baron in old Leonine aristocracy (he family fled to Virgon after they were struck from the civil list.) They find the guy’s apartment, were attacked by his security bot which didn’t call the police, but a cell number they’ve tracked to a woman from Caprica who also seems to have spoofed the credit card numbers of a rich Luminere citizen. They figure out from credit card and phone records that the two are in Hedon — sort of the Monaco of the Colonies.

They are on route to find the two.

The good: the episode brings back an NPC I always liked from our first campaign. One of the players was ecstatic to see her, but they were both happy to see connection in this “reboot” of the old campaign. Another PC turned NPC for this episode was the Colonial Security Services man (originally a character of the commander’s player.) Fan service at its best.

Each episode has been attempting to show more of the colonies and their unique flavor. I’m trying to build a realistic feel for the setting so that when the Cylons show up, there’s a real sense of danger and loss.

The bad: I didn’t have all the player so there was a lot of tap dancing around some of the PC’s roles in the episode. Also, it wasn’t as well planned as I like for investigation-type adventures, so while it’s allowing for more improvisation, it’s also (to me) feeling a bit kludged together.

It’s been a hellishly busy couple of weeks. The daughter’s on a massive growth spurt (an inch in a fortnight) and is teething, I finished my certification work to teach history and political science at the University of Phoenix’s Albuquerque campus, and knocked out a chapter for my dissertation. I had to take this past week’s gaming and the weekend off just to maintain my sanity.

I’ve had an offer to work on another game book for a certain game publisher, but I’m looking at getting into my next project — one that, if I can get the funding in order, will lead to a new game product under the Black Campbell label titled (tentatively) Double Aught. Right now, I’m in the process of trying to work out artists and I may already have a layout guy lined up. I will be doing the research, (re)design, and writing for the game. The goal is to have it on the shelves next year, with the pdf coming sometime earlier than that.

I don’t want to do the dickish “we’ll pay you later” or “it’ll get your name out there” thing most of the game companies like to do, so I’m not to the point of putting together contract work yet. I’m hoping I can get a sense of the interest in the product from the blog — so if you are a regular reader, a fan of the James Bond fan material here and think you might be looking for something familiar, but new and fresh…well, I’d appreciate comments. Once the initial rules are wirtten, I’ll be looking for a limited number of playtesters, who will get access to the game’s raw files once ready, and would get a free pdf once it’s put together.

I’m not promising time to market, right now; there’s a lot of other issues to hammer out and I’ve got the dissertation work, teaching, and child care to budget my time around…but I think a working copy of the rulesset by end of summer should be doable.

If you’re interested in the

THE STINK! (aka Sofia Rhymer)

Solo d6, Buddy d10, Team d8

Distinctions: She’s Just a Baby!, Intrepid Explorer, Daddy’s Girl

Power Sets:

BABY!!!: Vile @$$ of DOOM! d8 (causes mental stress), Ear-Splitting Wail d8, Superhuman Cuteness d10, Enhanced Chewing d8; SFX, Disarming: 1PP to create a “She’s Too Cute to Kill” complication, SFX, We Have Poo!: 1PP to increase Stink Weapon +1 shift on effect die, but takes a d6 Emotional Stress; Limit, Takes +1 emotional stress when Daddy is angry with her; Limit: +1 shift on mental stress in new situations; Limit: 1PP and shutdown Superhuman Cuteness when d12 emotional stress or more; Limit, Conscious Activation: Ear-splitting Wail shutdown when unconscious or asleep.

Specialities: NONE

Milestones:

Gimme that!: 1XP first time she grabs something of interest. 3XP if she can chew on said object, 10XP if she can destroy an object by chewing or drooling on it.

Learning to Walk: 1XP first time she stands without aid, 3XP when she is able to crawl into trouble, 10XP when she successfully toddles herself into trouble.

We finished the latest episode of our Supernatural game, in which the characters are looking for a missing girl haunted by a huli jing (fox demon.) This was one of the most warped and funny nights of gaming in a long time. They investigate the missing girl’s whereabouts, checking her motel, then linking up with her cousin, a Chinese curio shop/mendicant guy in Chinatown. they arrive to find the older man having sex with the huli jing — it will steal his “essence” and kill him this way — but they interrupt. A short fight erupts, and the girl they are looking for enters in the middle. Father Canovas and she escape while Father MacEveney gets knocked around a bit before it escapes. they use a Chinese technique for breaking the spell the creature has over the girl, but it’ll be back.

They wind up setting a trap for it. They manage to secure the girl in the local rectory near the WTC monument and wait for it to come to them. It catches them in a super-expensive, but run-down Irish bar near the WTC visitor center (if you know the area, you can probably figure out the one I mean.) The huli jing shows up as a lycra-dress wearing temptress and Parkes, the drunken FBI guy who sees ghosts, gets tipped off by his ghost son as to which one she is. He manages to get her so drunk that they stumble into the bathroom.

The following was one of the most disgustingly funny bits in gaming in recent memory. The falling down drunk Parkes winds up having sex with the critter, which turns into its fox form, it’s so drunk (and allows them to cut it’s tail off, ending the curse.) But it was much much worse than that.

In the end, they find a file folder waiting in Parkes hotel room with clippings and forensics photos from grisly murders from around the world that are similar to the case that made his name. The “Avenging Angel” killer was executed in 1998, but weeks later Parkes own family was killed by a copycat. One of the scenes is similar to that of Father Canovas’ mother’s murder by his possessed father…they have a common enemy.

That’s the lead in to get them chasing the main villain, while helping folks worldwide.

After a bit of brain lock on putting together the next “volume” of stories for my Hollow Earth Expedition game, I’ve got a basic plot. The first volume would be best called “Hannibal Drake and the Mellified Men”, this one would probably best be “Hannibal Drake and the Treasure of the Illuminati!” I was really stuck on a good hook, so Runeslinger gratiously kicked me a few ideas that I took, twisted, and voila! new campaign stuff!

The McGuffin is this hazily-defined “Illuminati treasure”: What is it? Where is it? The hook: a politician/gun runner and relative of one of the characters sends a mysterious journal with the research of the Earl of Inversnaid into the McGuffin that suggests the  treasure was entrusted by Baron Kigge to Benjamin Franklin in 1784, after the Illuminiati’s ruling “areopagus” collapsed. It appears to be “safe in the house of the President”…but what president?

The bad guys are the Thule Society, who want access to esoteric knowledge and think that’s what the Illuminati treasure is. They hired the mafia to recover the book, but now the mobsters think this “treasure” could be money…and they want it. Either way, it’s a historical/archeological problem that Hannibal Drake can’t let slip through his fingers!

The settings are the Phoenix Club in London (a follow up organization to the Hellfire Clubs of the 1700/1800s), City Hall and the subway tunnels and secret masonic temples under Manhattan, Independence Hall in Philadelphia, the House of the Temple (Scottish Rite temple in DC), and more.

So there’s a good, mostly fleshed out adventure seed. Have at!

With one of the players out for the week (he’s got a big reveal in the upcoming Supernatural session), we shifted to a Battlestar Galactica one-shot last night. The mission was a follow-up to the attack on the ship in the last episode.

The vessel is limping to Scorpia Yards after Sagittaron Freedom Militia terrorists used a revictualing freighter as a weapon, jumping out of the portside landing bay as they were landing and tearing the pod up badly. They get intelligence from a courier raptor that the FTL signature of the ship was spotted by a couple of ELINT/SIGINT trainees at a post near Canceron. The sharp-eyed recruits spotted a ship jump in and change it’s transponder to an Intersun liner, even though it jumped outside the “bullpen” (the companies in my campaign purchase jump areas for their exclusive use to avoid jumping in on top of each other), and flagged the craft. Columbia BSG has a gunstar on route to the freighter’s destination, Aquaria.

They also have intelligence from an investigation on the Colonial military post on Sagittaron from which the attack originated. They have positive IDs on two of the four hijackers of the vessel. One is a Sagittaron Freedom Movement (shut down after Tom Zarek’s arrest and reborn as the Sagittaron Freedom Militia) terrorist, and one is a Colonial officer that spent 5 years in prison for selling materiel to Ha’la’tha criminals on Tauron. Two others are unidentified.

The commander (GM played for this session) sends a small detachment to find and recover the bad guys. they arrive at the Scandinavia-like setting of Skellinsgard, a small city with a municipal spaceport. The freighter is there, and they find the real crew executed (and the supplies for their ship still aboard…) The police aid them in going through possible SFM sympathizers from the Restoration Party — a political party seeking to return to pre-Articles of Confederation independence. They get a hit on a suspected arms dealer with ties to the disgraced colonial officer.

The denouement put them at a snow-bound farm in the boonies, where the hijackers were holed up with the arms dealer and a few of his friends. There was a big firefight with bad guy snipers, countersniping, a grenade launcher that nearly killed one of the characters (BIG plot point expenditures here!) They also found the arms dealer and some local buddies were keeping kidnaped women for “fun”…and food.

Eventually, they only captured one guy, had to cut some bureaucratic wheeling and dealing with the commander of the gunstar (not pleased to have his mission snaked from under him!), and were able to return to the ship, avenged.

It ran swiftly and smoothly, and shows that — when you’re out a player for the week — swapping games for a one-off isn’t a bad way around an absence.

A fortnight ago, we had our second Supernatural “episode” (what i call a complete story, rather than a game session.) We started with an action-packed teaser in the deep Congo, where Father MacEveney — the “James Bond of the Vatican” — and Father Canovas, his protege exorcist, have been dispatched by the Occidental Diocese in the country to investigate cannibalism against the Mbuti pygmies by the security forces of an international mining concern. They find the culprits are nephilim — the children of the “sons of God” and women of Earth. They’re giants (7-8 footers), powerful…and can’t be exorcised; they’re living creatures, not demons, and they stay immortal on the flesh of men. The priests have to remove them from the mortal coil the old fashioned way…not their MO. Canovas was captured in media res and questioned by the nephilim, and Mac wound up using their land Rover to stage a clumsy “rescue”, that involved burning down the colonial style mansion the baddies were living in, and having to injure them with quickly blessed holy water from stew pots. Mac blessed a machette to obvious purpose. they wound up killing one, maybe two of the creatures, but one is still on the loose so he can recur as a villain.

Cut to Leo Parkes, the former FBI agnet haunted by his dead son and others. He is in the worse neighborhood in Baltimore locating a runaway and gets into a car chase on snowy streets — the locals want his cherry ’68 Mustang fastback, but their black spray-painted SC430 (with great rims, of course) can’t handle one of the turns. Parkes winds up finding and returning the girl, and getting the thugs arrested. On the way home, he gets a call from the annoying Jerry Neimann.

Our red-haired, fat, comic/game/computer geek has been busy with his Ghost Chasers website, and has unwittingly been providing information to a Parkes stalker (we’ll resolve this next time, I hope.) He calls because a friend of his has a cousin he has gone missing. The girl is Chinese, has been in and out of institutions since the death of her mother (who drove herself into the Passaic River), but the psychologists always found her sane. The family hasn’t made her disappearance public, but her cousin pushes the matter. Neimann calls PArkes to help find her, and having seen video of the girl talking in tongues, bounced the cell video to Father Mac, who is sent to exorcise her.

Along the way they discover the family knew that instead of being mad, she is haunted by a huli jing — a fox spirit or demon — that was offended by a female member of the family two generations ago. The critter drives the women mad. they also feed on the essence of learned men around them. They finally all manage to get together and are trying to find the girl, who has run away to Brooklyn to make contact with a mendicant in the family who has a Chinese curio and medicine shop in Manhattan’s Chinatown.

 

This one is loosely based on a character I had in a Shadowrun game in the mid-90s. The character is a former Irish fixer for the various criminal factions in Ulster with a hard-drinking, hard-fighting past. She found a strange torc while hiding out from the police in the Irish Republic and found out it gives her some interesting powers. She has recently cleared out of Ireland as she found out just how nasty the torc lets her be.

Dark Mercy (aka Maura Mercedes Laughlin)

Solo d10, Buddy d8, Team d6

Distinctions: Criminal Past, Irish Temper, Pragmatist

Power Sets:

Torc of Morrigan: Mystic Resistance d10, Sorcery Adept d8; SFX, Afflict: d6 added to Sorcery stunts with a +1 step effect die when inflicting someone with a “bad luck” complication or providing “good luck” to a favored person; SFX, Goddess of War: d6 added to pool and +1 step to effect die to create assets (usually armor or a sword); SFX, Healing: 1PP to recover other or self stress, or -1 step of trauma; Limit, Gear: Gain 1PP when Torc of Morrigan is shutdown; must make action vs. doom pool to recover; Limit, Conscious Activation: Torc shutdown when unconscious, asleep, etc.

Life on the Run: Enhanced Reflexes d8, Enhanced Senses d8; SFX, Focus: Trade 2 dice of same face for one die with +1 step, Limit: 1PP gained when she takes +1 step to effect of emotional stress caused by something from her past.

Specialities: Combat Expert, Covert Expert, Crime Expert

Milestones:

Favor the Hero: 1XP when she first chooses a worthy, 3XP when she aids them in recovering stress, 10XP when she helps place one in charge of a team, or forces him to relinquish command.

Running From the Past: 1XP for her first use of Covert skill, 3XP when her past puts her or others in danger, 10XP when she betrays a teammate to avoid consequences of her past, or allows herself to be punished for her crimes.

Here’s a revised version of Jed Callahan (posted a few days back), the first character I built for the game.

Jedediah Callahan

Solo d6, Buddy d8, Team d10

Distinctions: Gonzo Inventor, That the Best You Can Do?, Wealthy Arms Contractor

Power Sets:

Unified Organism: Enhanced Durability d8, Godlike Stamina d12; SFX, Healing: 1PP to clear physical stress, reduce trauma -1 step; SFX, Second Wind: Physical stress to doom pool for a +1 step on a die for the action; Limit, 1PP and shutdown of stamina for mental and emotional tests (applies only to physical tests.)

Brace of Weapons: Enhanced Durabilty d8, Weapon d8; SFX, Lots o’ Guns: 1PP to use any of the following SFX – area effect, ricochet. May only use one at a time and must change as per Gear; SFX, We Need a Bigger Gun: and for 1PP you’ve got one, step up to d10 on Weapon for a turn, then back to 2d6 for the rest of the action sequence; Limit, Gear: Shutdown to gain 1PP, then take action vs. the doom pool to recover. May change the effect SFX at this time (limit four.)

Specialities: Business Expert, Combat Expert, Science Expert, Vehicle Expert; Tech Master

Milestones:

Callahan Industries – 1XP when aiding the government or other client, 3XP when choosing needs of company over others, 10XP when actions put the company or personal reputation and resources at risk.

Dark Secret – 1XP when he pursues the secret of his origin, 3XP if he disregards leads to his origin for the good of others, 10XP if he makes serious headway to unraveling the mystery, or if his “condition” becomes a major issue or plot point.