I don’t know how many prepared modules I’ve tried to run that are too structured to allow any deviation. They are reliant on having two dungeon walls as railroad tracks to keep the party on the plot. Often the plot is not even revealed. Prepared modules are without assistance in how to join the main events together and that is why my new product in the works will attempt a different structure to what is on the market.

Thinking about the structure of a campaign guide being presented as "Event Points" and a general sequence of those points – then adding in various ideas and scenarios to link each event point. Kind of like boxes that line up but need constructed linkages to get between each box.

The assistance that is lacking in modules is the linkages. Often they are contrivances if they even exist. It seems implicit that players are railroaded to the next scene and that really shatters free choice. Sure, a GM can adapt a game so no matter what they choose the players end up at the next scenario and there are ways that is done badly. What I hope to achieve are a bunch of linkages that are not awkward or tyrannical.

For instance: the Kiltayre campaign was intended that the players get to Dwarftown and have questions about the next line of the prophecy-rhyme.

Five swords of bone

The party would try to research it with libraries and Gather Info. checks in the taverns and inns, leading them to either the Iron Tower or the mouth of the Greywynd River. However, one of the players steered the group into the arms of the Church and then confessed his necromancy thinking he could win them on side and prevent his Uncle from achieving a nefarious plot involving armies of undead. So I had to improvise and it wasn’t the best, but it did work, and get them to the Iron Tower. Sure it involved a demon ship of stone that was manned by the Amorrensis Trade Guild, already foreshadowed through the Uncle’s journal, and got them to the Iron Tower as well as introducing an antagonist (Fenris “Nightwolf” Morgane).

What I’m driving at is that not every conceivable scenario can be presented in a module, let alone a full campaign guide, but background information and methods which do link important event points together ought to be provided. GM’s will be able to wing it without relying entirely on their experience and have the back-story related information to make better improvisation which is on-theme with the game to date. Hopefully my vision works out.

complex plot flows

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