2.6 KiB
2.6 KiB
Campaign & Multi-Session Material
Tim will say when material is campaign-shaped rather than a convention one-shot. The GM-readability rules, clue discipline, and production standards all still apply; what changes is the shape of time.
What changes from the one-shot format
- Timing loosens. No 3h30 hard ceiling, no 2:45 rule. Keep per-session targets and checkpoints, but sessions may end mid-arc.
- Endings invert. Sessions should end on unresolved peril, an escalating bang (stakes suddenly transformed), or an earned quiet character beat — the cliffhanger types a one-shot must avoid. The arc still needs a written destination.
- Hooks must respect choice. Con players opted in by sitting down; campaign players resent coerced hooks. Offer situation-hooks the party can approach from any angle, and plant long-term hooks whose payoff is sessions away.
- Foreshadowing is a discipline. Before writing session N, re-read what is planned for N+1..N+3 and seed their elements now. Twists only land if the clues predate them.
- Carry-forward bookkeeping at the end of each session:
- Undiscovered revelations roll into the next session's list.
- Fronts advance a grim portent; clocks tick for everything ignored.
- Log NPC status, faction posture, promises made, and loose player theories (player theories are free plot — steal the good ones).
- Persist all of this to Graphiti so any machine can pick the campaign up.
- Structure by fronts, not acts. Bundle dangers into fronts, each with an impending doom and escalating portents. Prep situations per the Alexandrian; let acts emerge in play.
- Characters progress. Advancement, gear drift, and relationship maps need
tracking; pregen audit rules from
pregens.mdapply to any handed-out PCs but expect player-authored characters here.
Session prep loop (Sly Flourish's 8 steps, house-adapted)
- Review the characters (and last session's carry-forward log)
- Create a strong start — in motion within 20 minutes
- Outline potential scenes (brief, disposable)
- List secrets and clues — ~10 one-liners, abstracted from location
- Develop locations (immediate impression → interactables → hidden)
- Outline NPCs (one-line essence + want)
- Choose opposition
- Select rewards
Convention scenario ↔ campaign reuse
A convention one-shot can seed a campaign: "The Tangent" section of every one-shot names the thread a future session would pull. Going the other way, compressing campaign material into a slot means cutting to one situation, one set-piece, one decision — and writing a real ending.