I am sitting in the afterglow of a summer full of blockbuster moments in campaigns, at least one epic ‘Empire Strikes Back’ style campaign ending, and there are few players who are leaving for other things or shuffling which nights they play on.
So, you want to play Mage: The Ascension? Makes sense, it’s an amazing world and system!
Last article, I talked about the narrative session structure (‘NSS’ for short), a way of viewing a game session so you can think about pacing in a constructive way.
I discussed decoupling narratives and how we can change and challenge stereotypes.
We’ve never talked about structure when it comes to the nitty gritty of a game; how to build and run a session, how to build and run a campaign.
The reason I have done this is that I want people to be able to play characters that look like themselves without resorting to stereotypes – not every person with darker skin has to be from some desert empire.
J-M DeFoggi has written and developed for Shadowcraft, 13th Age, and Torg Eternity. Osprey Games published his Jackals: Bronze Age Fantasy Roleplaying and subsequent campaign and lore books, and he is now the Lead Developer at Strange Owl Games.
Now I’d like to crank the dial the other way and up the scale to the nation and world-changing campaign. Focus on giving your campaign a sense of depth and scale. How do you make a world and story feel massive?
I have been running a few D&D campaigns for almost two years, and I’ve watched the stories we tell slowly shift upwards in their viewpoint.
The Old Dwarf-Mines for Ruins of the Lost Realm is a landmark perfect to expand into a vampire lair. The mines are located far to the north in the Blue Mountains deep inside Dark Lands territory.