Planning
I think it would be wise to start at the very beginning, a subject often overlooked. You have to decide what kind of game you are going to play. I thinkwe can distinguish a number of main types of game:
1. One-Off
This is a game that is only played for a single session. One-Offs can easily
grow out into adventures, mini-series or campaigns. A one off allows players
to play very extreme characters as it is not important whether the character
survives the session. These games can be fun, and parties can be made very
specialised to deal with very specific adventures, scenario's or experiments.
Characters can be purpose-built for the session and the craziest things
can happen. The risk of a game like this is that it degenerates into a free
for all without any semblance of much of anything. They often do not make
sense in a larger context and the characters do act as if there were no
tomorrow (which there isn't obviously).
2. Adventure
This is one step up from the One-Off. It can often last two or more sessions
and the core of this style of game is more what the characters are going
to do rather than who the characters are. Sometimes if you have a cool adventure
it can be nice to have a purpose-built group go through it, and it allows
some very specific new things to be tried. Ofcourse, characters in an adventure
can be used in a mini-series or a campaign but there are a few possible
problems. The risk of this is that you wind up with a party who are strangers
in their world. They are focused on the adventure and nothing else, which
does not add very well to the atmosphere. There is the danger that the backdrop
dissapears and that the whole exists in a vacuum. If the adventure is to
become a mini-series this is a problem.
3. Mini-Series
This is where a group of characters play a number of adventures, and this
can take a great number of sessions. Often the characters are created above
1st level as the actual adventure is still an enormously important driving
force behind the game. Mini-series leave the freedom for large gaps inbetween
the adventures, where you simply level up the characters for the next adventure.
It can be a very pleasant type of game if you only play on a very irregular
basis, which implies alot of time for preperation. The danger that resides
in this type of thing is closely linked to the adventure- there can be a
lack of background. Unless your players are very dilligent in filling in
the downtime between adventures (and players seldom are), then you end up
with an empty shell of a world.
4. Campaign
This can be called the "biggest" form of roleplaying game. In
my definition, a game qualifies as a campaign if the characters start at
(very) low level and play up slowly to a very high level, over a long period
of game time. In this time, the characters develop and become important
personalities in their world. This game is about the characters and their
development over time and events. In reality this is the most roleplaying
oriented game. Combat is less important, and the character's place in the
world all the more. Characters have their own agendas and this is often
a tall order for players. This kind of game can only maintain integrity
if the players work as hard on them as the DM does. They have to want to
know about their character's worlds, and spend some time inbetween sessions
administrating and generally helping the DM form the world the characters
live in. Obviously, this is a very difficult thing to do, for both the players
and the DM, as everyone has to dilligently do their bit to create and run
the communal world.
The Test
Each stage described above is also really a test. Things often happen like
this: A game starts as a one off, everyone enjoys themselves and it becomes
and adventure, the adventure ends, and already it's less fun seeing as alot
of people have not even thought about a last name for their character let
alone where the hell they came from. You play on and it becomes a mini-series.
Many games peter out here and the reason is a lack of backdrop. This is
where you're planning as a DM comes in. Try to communicate and plan for
the type of game you want to play. You will need to make some decisions
in order to do this. They may change later on, but knowing the what you
have in mind is more than half the battle. Here are some things to keep
in mind, mostly applicable to a mini-series or campaign type game:
I. Timeframe (Out
of Game)
How much time do you have to put into this as a DM? If you run one session
a week, with an advancement rate of 1 level per 2 sessions (which is pretty
fast) count on being busy for at least a year, every week to run a campaign,
and then you've sort of rushed through it. So, if you want to run a quality
campaign, be prepared to give up at least 6 hours a week on the game session
for say 75 weeks to run a campaign upto 20th level. That's without preparation
ofcourse, which you can if you're lucky do in another 4 hours or so a week.
Sometimes you can wing it
but don't do it too many sessions in a row because it will begin to tell.
So, know what you're getting into when you start. Plan for it, and keep
it going. You're the DM, there's no game without you.
II. Timeframe (In
Game)
For in game time, keep in mind that it's hardly credible ifthe characters
advance 5 levels in 2 weeks for the campaign. Do not be afraid to impose
long downtimes on your players. Especially during early levels winters are
excellent reasons for characters to spend long months in cities. They may
have a small adventure going on, but nothing too big. Remember that spellcasters
are always short of both cash and time to copy and ot research spells. Allow
your characters fixed facilities early on in the game, give them a reason
to downtime. Give them enough cash at the end of an adventure to commission
things that they want. As they go up in level, make the downtimes longer.
Give them what they need to have something to do in the downtime. For a
decent campaign up to 20th level.... try to fit in at least 15 years of
gametime, preferably even longer. Don't be afraid to but 5 years of downtime
in at 15th level... make sure they're building a castle or whatever at the
same time and they are doing something. Communicate with your players about
anything special they want to do in those downtimes. Stretching things out
is important to maintain credibility and it has another powerful effect.
Moving out of the listed timeline in the Forgotten Realms, allows you to
have a much greater freedom to throw things around and you're going to need
it.
III. Physical Distances
Decide how far you want the characters to range. Is the central theme of
the game a trip to the oriental east? Or is it based around a single city.
Keep distances in mind and decide beforehand how far you want the characters
to stray. They will be building up reputations in this area. Send them to
nearby cities but travelling around the world takes time alot of time. It
may appear that this is a good way to slow things down but there is a catch.
If you do not spend time emphasizing the dangers of travelling (monsters,
bandits, cliffs, pirates, weather, thieves and so on), it really detracts
from the game. Travelling is a big thing in a fantasy setting, as only high
level wizards (9th up) can do so quickly. There may be magic portals that
are often used, but they are also known by others. Every long trip should
be an undertaking not to be thought of lightly. Once your characters have
the magical support to zip around by teleportation, remember that the spell
has a severe weight limit and the wizard can only cast it so many times
per day. Throw is some trolls, teleportation mishap rolls and even that
is not something PC's will always to lightly. Be fairly strict on knowing
where they're going, and keep long distances an important obstacle, because
it strengthens the credibility of the setting. Teleportation is a useful
tool, but feel free to find ways to make it unreliable on unknown routes.
Decide how far you want the PC's ranging as it is also of influence on how
much you need to know about the setting. Give the PC's interesting things
to do in that region and if they suddenly go somewhere where they are completely
unknown, well, go hard on them, make them want to get back to their "turf".
IV. Social Distance
Do you want a PC who is a king of a nation walking around in your campaign?
Do you want the powerful NPC's to be figures of awe or do you want the PC's
going to Elminster's friday afternoon tea party every week? Decide where
the PC's are in the order, how people react to them and who will condescend
to talk to them. How important are they likely to get? Make plans for a
beginning and an end. Are they invited to noble parties or will only traders
talk to them? Are they considered misfits or vagabonds? It pays to have
consistent reactions from NPC's to them, and also to allow them to slowly
meet and gain the ear of more important people. Don't have Khelben Blackstaff
hand them their first mission. The man has better things to do. Decide position
and how it progresses as their fame grows.
V. Economic Distance
The DMG gives starting funds for upto 20th level characters. Decide whether
this is in the range you want for your campaign. Do you want your PC's spending
their lives scrounging for cash, or do you want them to be living in abundant
southern palaces at 10th level? Decide where they're going and where they're
coming from. This doesn't need to be specific, but have a general idea of
wealth and how you want their financial and magic item situation to develop.
It's generally not worth keeping track of GP values and so on, but, if you're
handing out Holy Avengers at 1st level, well, it's probably going to be
hard to please them at 10th level.
Rounding Off
Once you've gotten a bit of an idea of the general parameters you want your
game to operate in you add your campaign concept. It's very, very hard to
have a single concept which will last you all the way through to the end
of your campaign, so dream up a number of themes that will keep your players
busy. Within the demarcation that you have set, decide who their major allies
and opponents will be and create a community around the PC's. Who is for
them and who is against them, which antagonistic organisations do you have
in store for them. Who are these guys, and what are their aspirations? How
are they going about realising them? Where could their activities cross
with the PC's lives? Have a decent rack of ammo ready at all times to fire
at the PC's and don't be afraid to annoy them.
If you've got your idea and parameters set, then let the players know they
can make their characters.