So I’m gearing up to once again start something and I’ve got an idea in my head. But once I put it down into something concise it either becomes bloaty or dry. I mean just the parts below are almost a google docs page, pretty much 2000 characters. And that is even when I removed 2/3 of the situation text as it was rather big picture information. Explicitly writing down the campaign style was something I took Colville’s recent game design video, trying it out.

What I really would love feedback on is mainly Situation. Enough/too little information? Is it confusing? Does the information fit with the Campaign Style? And also is Campaign Style something fitting in a campaign ad/synopsis?


Situation

You all are part of the third imperially sponsored caravan into the Aablu, the hot and arid lands east of the Pearl Cities. The first caravan went out eight months ago and was expected to have returned two months ago. Second left four months ago with another destination. Yours have the same destination as the first with the additional task of bringing back news of the first.

Information about Aablu is scarce and unreliable, mostly because traders and inhabitants in the Pearl Cities don’t venture into it and its local people consider themselves under no obligation to divulge information. There are of course tidbits of information: old travellers’ journals, hearsay and sales-talk. You are not headed blind into the Aablu, only mostly.

The caravan itself is the size of a small village, with competent people of various professions who are there for their own reasons. Some want to strike it rich, some are running from something, some are there for the glory and some just want a bit of adventure. Your characters are also competent individuals, filling a role in the caravan and have ambition to make something extra of themselves.

Campaign style

Adventurous daring sword and sorcery.

Adventurous - The very nature of the caravan is an adventure and on it are those with an adventurous spirit. When it calls, your characters are those who step up, those who have a bit extra drive to see what is on the other side of the hill.

Daring - Rewarded are those who boldly go where no one has gone before. Daring plans are to be rewarded and there is always a chance to snatch victory from the jaws of defeat.

Sword and Sorcery (from Wikipedia) - A subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters.

  • tissek@ttrpg.networkOPM
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    Good reply! And forcing me to think of things. Going to divide it up (probably) due to being on mobile, replying on breaks etc.

    I’m not explicitly running it as a sandbox, it can come through as one I agree. There is a goal, hints and suggestions of a way there and they will know when they have “won” (there and back again). What in between that sure can be described as a sandbox as I very much play to find out. In my head I’m imagining something like the adventure shows of “old”: Xena, Star Treks. Go to new place, solve their “problem” (get supplied?) then onwards to next place. Or problem on the way that needs to be addressed. Some call it episodic.

    But there is no big bad evil, don’t find much amusement in running such things. The overarching plot being if it makes it or not and the drama within the caravan.

    I think I should in some way add the above to the ad. What do they call it, touchstones? Hopefully it can just be a line along the campaign info (when, where, system etc).

    • Flushmaster@ttrpg.network
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      I would just call it a series of episodic adventures within the setting, tied together by the thread of the party’s position with the caravan/convoy/whatever you call it. Though I would recommend refining the nature of that position and the composition and mission statement of the caravan. Some players likely won’t mind vagaries but others (like myself) may very well question the logic of it which can cause difficulty for immersion because it’s the primary vehicle for those episodic adventures.

      A few thoughts on that.

      The first two caravans are now regarded as being ill-planned by most, but the organizers within the ruling regime are doubling down to try and save face. This carries the implication that anyone signing on to what many see as a suicide is either desperate, crazy, or just dumb. The patron could attempt to still attract skilled people by offering a very large bonus upon a successful return.

      A competing noble house is attempting to “get it right” and reap the rewards the original patron couldn’t.

      It could be an actual “mobile village” of a nomadic Gypsy-like tribe or such trying to do the same, believing that their experience in such matters makes them better suited to succeed. PCs could either be members of the tribe or hired on as extra muscle for this specific trip.