Wednesday, October 30, 2024

Defining a Campaign by its PCs

Setting map created with
Campaign Cartographer 3
 I'm doing things a bit out of order here. I have quite a few articles planned, and finally a good rhythm in which to get them done, but I wanted to share an example of world-building done backwards that I attempted last month.

Quick Context

My wife and I have had constant interruptions from family emergencies to illness to extreme levels of stress that have prevented us from getting a role-playing campaign off the ground since late August. We were getting to the point where she was feeling frustrated, un-creative, and had no idea what she wanted to play.

In the past when we have had this kind of creative logjam I have simply made up a short scenario and handed her a character for it I thought she'd find compelling. We'd play a one-shot (IRL, usually a three-shot with the meandering way we like to play) and  that would be enough to get us grounded in the game, which suddenly got us a better sense of what we actually wanted to do.

A few weeks ago I decided to do both that, but also give her choices and try an experiment in world-building at the same time. I wrote up eight characters, each with a one-page backstory and statistics for Low Fantasy Gaming, one of my favourites for a good swashbuckling, high-action adventure. Each backstory had common elements, bits of history, common contacts, and small samplings of lore to play with. I figured one of them would sing to her, and I could mash up the plots to Torchlight II's act III and Diablo III's acts I & II with a touch of Warhammer: Vermintide II  and a copious amount of Legend of the Bones to have a good gothic fantasy.

I made it specifically a point to ensure that each PC had a family member who could be a useful PC, connections to some interesting cultural institution that would need some history, and would find themselves poised to get involved with one faction or another.

I've put the characters behind a spoiler if you don't want to sift through the specific content and want to just get to the conclusions I have come to.

The Characters

Sadly, Life Got in the Way Again, and sadly we only managed to get one night in with this campaign in a two month stretch, and by the time we had an opportunity to sit down again, it was just not happening, and I am back to the drawing-board, as we don;t feeling like picking it up after a false start.

As a World-Building Tool

This was an interesting experiment as a world-building tool. By tying each PC into at least one institution, and to one community I was forced to create some history, some setting information, and even a couple of villains and factions. I can see using this for solo play as a way to build a quick and dirty world.

Or if you encouraged each player to work towards creatign a PC with the particular kind of history, you could take bits out of each and intertwine them into a history and current context. in fact that is exactly how some games like Fabula Ultima and Fate Core are structured: you build a world by making the PCs first and having their backgrounds shape the character of the world. Although I do find that the actually process, especially in Fate Core doesn't quite create the level of mystique and surprise that you get when a GM unveils a world of their own creation.

That is, of course, a personal preference.

One could also do the same to create a starting area by creating just NPCs in this vein: a collection of contacts, potential henchmen, and faction leaders each with a page of story tat is full of information about the institutions, social class, and upbringing of that character to draw a wider picture.

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