If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.
Now, we move into GM advice. What do the two core books say about what a campaign is and how to develop and sustain one? Well, it’s contradictory, for one, which fits my theory that this is a game in transition, unsure whether it is a campaign based game or a heroic module based game:
- A series of adventures with the same adventurers
- Adventurers can move between them
- Several adventurers per player, often in different places
- Fits the style of the players
- Passion, desire, coincidence, intrigue, and virtue create events and situations.
- Energy, enthusiasm, and ideas come from all the players.
- A wealth of detail
The Campaign Sourcebook and Catacomb Guide was apparently literally cut from the DMG, and adds interesting assumptions and structures:
- Campaigns are expected to accommodate many modules
- Be a place for PC s to live, grow, and develop
- PC actions and adventures outcomes impact the world
- World events affect the PCs
- Living, growing and changing world
Pulling these disparate elements together for Advanced Fantasy Dungeons:
A campaign is a detailed passionate world, developed with the players, where desire, probability, intrigue and virtue combine to create unexpected situations and events.
In this world, there are many player characters playing adventure modules in both parallel and serial, often by the same players.
The actions of these player characters change the progression of world events, and the progression of world events affect the player characters.
There are some surprising findings here. We have collaborative world building, specific powder box elements, and the expectation that there is a “primary timeline” from which the PCs adventures cause a divergence.
There is very little guidance on procedure, though: How do we collaboratively develop a world with these features? How and when do we create the detail? There is nothing here in the DMG, so continuing a look at CS&CG:
- “There is no greater glory for a GM than to run adventure campaigns set in their own world!”
- Be organised (use a notes app)
- Give your world a theme (Game of Thrones meets She-Ra and the Princesses of Power!)
- At first describe only the core area and build out, only a few days journey at a time (a village or inn, two roads with vague destinations)
- Make a map (use hex kit!)
- Players create the broad strokes of their characters land, people, and professions and hand it to the GM to develop when necessary. The GM can still ask them questions!
I like this framework, but the specifics become the kind of simulationism second edition is known for: Geology, Ecology, Population, Social Structure, Mythology and the telling ‘Evaluation in light of a fantastic imagination”. Unhelpful for me, except for: “Decide whether it could be more interesting if magic could play a bigger role?”
When I’m stuck by the second addition material, I move back to earlier sources. Gygax wrote an article for the April 1975 issue of Europa, which was the inspiration for Ray Otus’ Gygax ‘75 Challenge. The whole challenge is exceptional for this kind of world-building, but the principles are straight from the original article:
- In broad strokes, describe the setting
- Key a weird town
- Map the countryside with a few points of interest
- Map a four level dungeon
- Over time, so too the World
This sits comfortably next to the CS&CG advice, and is enough for a procedure, I think, for use as a “session zero” of sorts.
To start a campaign, choose a pre-existing campaign starter with a town, countryside, and dungeon, such as Against the Cult of the Reptile God, or follow the procedure in the workbook in Appendix X to create your campaign together.
Ok, this is good, because it means the massive and complex procedure can be stuck on four pages of workbook in an appendix (or maybe not, wherever), because it’s not really code rules, but it’s a fun minigame and a decent session zero centrepiece, to accompany character creation and upfront safety tools.
Wherever the procedure asks you to describe something, try to limit to 2-3 sentences. Expand on other players contributions with each step, rather than your own previous contributions. If anyone feels uncomfortable with any suggestions, they can just say “I’m uncomfortable with that” or “That doesn’t seem like it’ll be fun”. If they can, it is better to follow those with a but, and suggest a twist or change that will make them comfortable or make the suggestion more fun.
1. Collaboratively develop a setting concept, in terms of properties you know in common.
2. Find an existing fantasy town map, use random town generator, or draw a map for your town.
3. Each contribute to the town map key one mundane good or service, one weird unique feature, one faction and their headquarters, and one or two NPCs.
Diversion: I’ve stated I want to ignore geometry for simplicity, but map density is important. I want the map to very simply translate to travel: 1 watch should be 1 hex. 1 watch travel should then be about 6 miles (assuming terrain isn’t easy, and we should), and we can travel 2 watches out of 3 each day. You can have up to 3 landmarks per hex if you choose (a density equivalent to Gygax’ 1 mile hex). If you really want to know where in the hex they are, divide it into thirds, name them nor’east, nor’west and south, and put them there. This puts you about 1 watch away from three landmarks, some within your hex and some in an adjacent one. If you want terrain granularity, swampy or mountain terrain is 2 watches per hex, and highway is 1 watch per 2 hexes. I prefer dense maps, because travel takes the same amount of real-time regardless. I probably need to revise Journeying, but this thought train actually doesn’t change much, except that I might soften HP cost. Continuing:
4. Take a sheet of blank hex paper or use an easy app like Hex Kit.
5. Each draw onto the map a settlement (one being the town, the others being smaller) and an adventure site (one being the dungeon), and assign terrain types to each hex they are placed in, and describe them.
6. Each describe three to four random encounters, at least one being a vague adventure hook or an NPC, looking to fill 10 slots (1d10) or 11 slots (2d6). If you choose 2d6, put common encounters in the middle.
The dungeon is the most challenging part of the procedure, as dungeons are so interconnected, but I think I got this:
7. Each suggest a theme for each level, collaborating on a way to connect them.
8. Draw a dungeon map, with circles for rooms and lines for hallways, three levels deep, or use the one on the worksheet. Each describe 3-4 rooms on each level without describing their inhabitants. Not every room in the dungeon should match a theme, and themes can creep between levels when appropriate.
9. Each describe and draw in 1-2 connections between levels, as dotted lines, and draw in 1 blocked connection to as yet unmapped areas of the dungeon.
10. Each populate the dungeon with 3 monsters and 1-2 traps or weird features.
10. Choose 1 magic item each to place in the dungeon, and give it a story or history.
11. Each describe three to four random encounters, looking to fill 10 slots (1d10) or 11 slots (2d6). If you choose 2d6, put common encounters in the middle. Choose from monsters already in the dungeon, monsters from the wilderness around the dungeon, vague adventure hooks and interesting NPCs.
12. Together, with all of this in mind, describe the entrance.
13. The GM randomly decides in the PCs absence where treasure and magical items are. Roll 1d6 for each room. On a 6, there’s treasure. On a 4-6, there’s treasure if there’s a monster in the room. If there’s treasure in the room, roll 1d6 again, and if you roll a 6 place one of the magical items.
You have created your campaign starter! Some players may be reluctant to collaborate on building the campaign, wary of spoilers. The nature of the game means that once control of the campaign world is passed to the GM, the chance of being spoiled ends quickly, as the outcomes of the PCs actions become the source of tension. From the end of the first session, change is inevitable and any familiarity will turn to excitement about how things will be twisted by their impact.
Phwoar. That’s a lot. I think that in retrospect, this is about defining and starting a campaign, I think even though, and next there needs to be an preparation and response section and a what do you do during a session section.
Now, I failed to address something: Passion, desire, intrigue and virtue combine to create unexpected situations. I think we can incorporate this into the NPC sections, but also into regular preparation as I’ll get to soon.
This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on campaigns so far, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!
Idle Cartulary
15th May 2022

