View previous topic :: View next topic |
Author |
Message |
Yora Lieutenant Commander
Joined: 29 Jun 2018 Posts: 184 Location: Germany
|
Posted: Fri Aug 28, 2020 5:59 pm Post subject: Making preparations and setups for a new campaign |
|
|
It's been a long time since I last ran a Star Wars game, and I haven't run the d6 system yet, and from everything I've been reading it seems to be a common approach to drop the players off somewhere and then see where it is going.
But of course even then the GM has material prepared and some kind of plan. And while I have a pretty good general idea for the overall subject and tone of the campaign, I really don't know how approach the actual planning for the game.
What kinds of preparation and planning do you do when you set up a new campaign? What things do you think are absolutely necessary to have ready before you start, and what things would you consider to be really useful to have set out in advance? _________________ "Adventure? Eh... Excitement? Eh... A Jedi does not crave these things."
Iridium Moons Retro-futuristic Space Opera |
|
Back to top |
|
|
Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
|
Posted: Fri Aug 28, 2020 8:37 pm Post subject: |
|
|
I think you have already done part of what I usually do:
Have a general layout of what your campaign is going to be...the main antagonists, the general feel and vibe of your campaign.
Then I generally have a few places for the group to go to, as they're likely going to diverge from where I initially intended them to go. So have some ideas of the places before they decide to go there. Just general ideas about each, not a full detail of each world, but enough to not leave yourself hanging there going "uh...um... hold on" as you thumb through books to find information.
Next, have a few cheat sheets of some "likely to be encountered" NPCs and mooks. If you're going to have pirates, have a few stocks pirate stats at the ready. If you think they'll be interacting with a crime lord, have that crime lord or his top henchman stats ready. This also includes ships! If they are likely to encounter system patrol craft, have those stats ready for reference.
Then it usually helps to have some adventure seeds that you've created to give to your players when they decide to go off on a tangent. These adventure seeds could be nice little stand-alones, or they could be short little jobs to kind of loop them back around to the general arc of your campaign. These adventure seeds should only be used when the group hits a stall and seems to be struggling to go anywhere. |
|
Back to top |
|
|
MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
|
Posted: Fri Aug 28, 2020 9:06 pm Post subject: Re: Making preparations and setups for a new campaign |
|
|
Yora wrote: | What kinds of preparation and planning do you do when you set up a new campaign? What things do you think are absolutely necessary to have ready before you start, and what things would you consider to be really useful to have set out in advance? |
I come up with the motivations of the bad guys. I come up with an outline of what will happen if the players do not intervene, and a few branching points. I write notecards for all the major opponents, so i can tell them at a glance. That outline and cloud gets me prepared, while the cards let me create encounters on the fly, if I need to. Since I know where the opposition is going, I can extemporize easier if the party throws me something completely unexpected. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
|
Back to top |
|
|
|