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Save my game!

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EccentricOwl EccentricOwl's picture
Save my game!
I can never come up with long, overarching campaigns. After 5 sessions, it looks like my campaign is ending before it can start. I'm very disappointed, but ... I don't know. I introduced many an NPC (I actually used that awesome "MASKS" book that's filled with fun and memorable NCPs, I highly recommend it.) I introduced lots of plot elements I thought would be fun, but nothing I introduced intrigued the players except antimatter bombs. So... yeah. How do you set up a full, long, running campaign? I have all sorts of adventures to run, and there are loads, LOADS of cool ideas. But I've never managed to link them together. Worse yet, I'm at a loss. The players don't enjoy long investigation sequences, but they did enjoy adventures set on ships or with difficult choices ("Terra Nova" from Ashen Stars is a great adventure and good example.) Or screw it. Maybe I'll just run Shadowrun.
Seekerofshadowlight Seekerofshadowlight's picture
Maybe you should do a
Maybe you should do a different style. If they like shadowrun like stuff, then send them on that type of mission. The setting is large enough to fit any style of game, have you thought of gatecrashing? Or infiltration games? smash and grabs or the like? What kind of games do they like? And what are they playing?
Thampsan Thampsan's picture
Seekerofshadowlight is right,
Seekerofshadowlight is right, find out either through rethinking previous (successful) games and adjust your Eclipse Phase game accordingly. I have two notoriously challenging PCs in my game who are determined to be loose cannons and I find that equally appealing to that niche whilst making them jump through a few of the hoops I want them to eventually gets them thinking the way that I want them to. Peer pressure doesn't work, relying on your group to moderate the disruptive elements in your gaming group generally causes character dissatisfaction, which is why you have to indulge your rogue elements (i.e the players who are the problem) and gently guide them back toward the style of play you want. So for example; if they want anti-matter despite it's rarity, give them options. Ask them how they would go about obtaining it, who they'd have to source to, engage them and get them asking questions and then start making them jump through hoops. Maybe someone in Starware might sell them some, very off the books if they do a bunch of favours which involve getting rid of competition, or obtaining MacGuffins. Maybe it's a matter of the PC's just gaining the creds to buy enough one shot neutrino c-stacks and the tools to improv their own anti-matter weapon. Bring the game into it, this is going to draw attention from the authorities as they are now terrorists, cue high speed chases, gun fights, death? Eventually the PCs will either get bored of the idea and want to play something with more substance. And once they have this exactly what are they going to do with it after they've spent all this time working toward it. Remember you can pull the plug on them any time, either by terminating the game out of ST-frustration and 'Fuck you guys', or at this moment when they have their shiny toy. Reveal the other side of the double edged sword - the big fuck off anti-terrorism squad that kills them all. No PC lives forever, and maybe that's what your PCs need to get over this style of game play, if not, forget them. TL;DR - Humour your players by challenging them but eventually after much sweat and tears (and game sessions) give them what they want. If they still want it after all of that and haven't learned a thing, moral lesson. Do your best to add a twist or punish them for their in-game hubris of all the horrible deeds they've committed. If that doesn't work. Communicate to them that they either need to adapt to the setting and make you happy for a change (since you've worked your ass off to make them happy), if that doesn't work. Take a break, make them realise a good ST/GM is harder to come by than poor players. Good luck EccentricOwl, and let us know how it goes. You should also try posting notices up in your local gaming store or online to see if can round up new local players who are more in tune with your type of GMing. :)
Arenamontanus Arenamontanus's picture
First, sometimes a short
First, sometimes a short campaign with a satisfying conclusion is the best. Some of my favorite campaigns have been like that. One ended unexpectedly but perfectly with a surprise "the villain saves the day", the lovable rogue getting married and the entire cast milling around, perfectly in style for the baroque comedy I was aiming for: I just saw the chance to close the plot in style. Another one was based on slowly increasing the tension towards a destructive conclusion: I knew roughly when it would end, but the actual ending was defined/invented/caused by the players and their action. That said, it is wonderful to have a campaign setting you can return to. The trick is to make it bigger than any particular quest, rich with characters and plots that are independent on the current storyline. It is also important to keep the PCs from becoming too world-wreckingly powerful, rich or influential - make sure there are some constraints, other powerful characters, or just convince the players that it is more satisfying to run a story about heroes than superheroes. Just removing all their loot is not going to work. But having them inside an organisation can help constrain them, and give them suitable adventure seeds. My three most long-running campaigns were of this kind. One was a pre-defined sf setting (2300AD, if anyone remembers it) where the PCs were travelling around, the team gaining and losing members over time. The second was a fantasy/steampunk/posthuman future Mars setting, where the setting became so vivid that we started secondary campaigns around side characters and their adventures (including small historical one-shots set in the past). The third, still ongoing, is a superhero campaign set in the present day - here the setting gets richness from both the real world (federal bureaucracy is a frightening enemy) and the setting-specific plots and characters. I think one should plan ones gaming to have a kind of recursive structure. Individual adventures form campaigns, and campaigns - if successful - might be strung together by a shared setting. Once the setting becomes established it is also possible to run little standalone adventures with the main PCs or other characters to explore it further, adding to the richness. But one should look out for epics: by definition an epic adventure or campaign has to be nearly impossible to top. That means that while saving the world is a great end for the game, it will (ironically) likely mean the end of the setting for the players. Unless they are OK with 1) starting with other characters or 2) you twist the "happily ever after" part so that more adventures can be done. One of my better campaigns involved the PCs being the children and students of their previous PC (developed over three campaigns), confronting them with the chaos and dystopia their actions had caused.
Extropian
Decivre Decivre's picture
I find it's harder to run a
I find it's harder to run a campaign in full arcs than it is to run it in "seasons", sections of interlaced adventures that build towards a climax within a relatively small frame. There's a reason that the season structure works in television; a plot is easier to handle in chunks. My recommendation is to have a campaign season last anywhere from 3-10 games or sessions, and 10 is my recommended maximum. Do a series that has a conjoined plot, a selection of similar NPCs, and perhaps only a small collection of antagonists. Make everything linked, and make it all conclude at the end. Then, when it's done, let the characters "retire", and figure out how to bring them back for the next season. Each season doesn't necessarily need to be linked outside the player characters, and even then it doesn't even require the PCs. If a player wants to switch to a completely different character, the interrim between plot arcs is the perfect time to do it. Hell, if the entire playgroup wants something completely different, be willing to go with it. Think of it like a movie series, a la Indiana Jones. Okay, terrible analogy, the last one sucked. Let's go with the Zelda videogame series. The characters link them, and certain elements of the game (Master Sword, Triforce, Death Mountain) stick around. But the games are only vaguely linked, and aren't part of some solid continuum. Sometimes they use the same character, but most of the time it's just a "conveniently similar totally different person from a totally different period in history". It works for the setting. Epic campaigns are hard to pull off, especially ones that last a dozen-plus games. Plots get convoluted as they drag on, and your notes are bound to get thicker and thicker. They often become more work than play by the end of it. So don't feel bad you can't pull it off. Most can't. And it's not a problem of skill, most of the time. Epic campaigns often sound better than they end up being, even when they are well done.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
fellowhoodlum fellowhoodlum's picture
Thirded Seekerofshadowlight's
Thirded Seekerofshadowlight's suggestions. I ran my EP game more or less like Shadowrun missions. This allows for a more flexible attendence schedule, with the mission crew made up of whoever that showed. The missions are not entirely free of storyline though, I add elements from the character's backgrounds so give them additional motivation for taking the jobs.
Lorsa Lorsa's picture
Epic campaigns never start
Epic campaigns never start out that way. They are also created more by players than gamemasters. If the players care about something they will persue it and most often your vague idea about what's going to happen will crystallize not at home looking at your papers but at the table during play. Everything flows from the gamemaster first - that is true, but epic stories can not be created by him alone. Let the players drive the story and them turn it into epic, it's nothing you can force on them. Also, don't forget sidetracks. Small missions or encounters that has nothing at all to do with the grand story helps make sure you don't reach the end too quickly and gives a broader and more colorful view of the world. Epic campaigns are full of sidetracks.
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Thampsan Thampsan's picture
I'm on the same page as
I'm on the same page as Decivre here. All my games have been run in 'Seasons' of about 6-10 'episodes'. If nothing else it allows you to let the PCs know what to expect from you and gives both of you a goal to work towards (i.e a conclusion within a discrete amount of games). Also where relevant I like to include little 'epilogues' if anything note worthy but otherwise unseen occurs.
DivineWrath DivineWrath's picture
You can't rule out that your
You can't rule out that your players may be more interested in playing a different game. Some people are happy with simple DnD, while others might prefer the stories that the world of darkness (by White Wolf publishing) can offer. Other players might be unable to play a game the way it was originally designed. Some people can't do comedy, some can't do horror, some can't keep player and character information separate, some players can't take a hint, and some can't help but meta-game. You might also want to have a talk with your players. A good game requires that both the GM and the players to be in agreement as to what they are going to play. If you were a bunch of kids playing a game of cops and robbers, your game might be disrupted by someone trying to be an alien invader from planet x. Or the cops and robbers might be happy to gain up on the aliens. Having the talk will help all of you figure out what you want to do, and what would be considered alright to do.
Decivre Decivre's picture
Thampsan wrote:I'm on the
Thampsan wrote:
I'm on the same page as Decivre here. All my games have been run in 'Seasons' of about 6-10 'episodes'. If nothing else it allows you to let the PCs know what to expect from you and gives both of you a goal to work towards (i.e a conclusion within a discrete amount of games). Also where relevant I like to include little 'epilogues' if anything note worthy but otherwise unseen occurs.
As a secondary, sometimes you can work out an epic campaign by breaking it up in seasons. Here's an example I have. So we were playing D&D 3rd Edition, and I had an idea for an interesting setting where I wanted to blur the lines between the alignment concepts of Good and Evil. In the first season, they effectively got to start a revolution. In the second season, they took that revolution to the capital city, and toppled it. The third season started with them fleeing to a remote continent where magic was the end-all be-all of both politics and economics… and so on and so on. Each season was tied to a greater plot, but were independent storylines that didn't need the other parts to exist. We could have done a "topple the city" story arc all by itself. We could have had all sorts of things with each individual component. They were tied mostly by the mythos I had built for the campaign, and not necessarily by the core stories of each.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
EccentricOwl EccentricOwl's picture
Thanks!
Thank you all so much for the feedback and attempts. I guess I never really knew what sort of advice I was looking for in particular, but this is all quite helpful I don't really have problem players; just players who were never quite as interested in the setting as I was. With school starting back up soon and some of us going back to college, now is a perfect time to end it; we even had a cool finale as the players enjoyed the "Contuinity" adventure, with one of them eagerly embracing the Exsurgent Virus. Of course, I'm in no mood to finish quite yet. I'm going to try your recommendations and stick with action. I just felt like the system and setting lent itself to... well, to investigation, and I ran with it.
OpsCon OpsCon's picture
Decivre wrote:I find it's
Decivre wrote:
I find it's harder to run a campaign in full arcs than it is to run it in "seasons", sections of interlaced adventures that build towards a climax within a relatively small frame. There's a reason that the season structure works in television; a plot is easier to handle in chunks.
Same here. The seasons tend to wrap up mini-arcs in the story, and leave seeds for new ones. Similar to Babylon 5, you can work in hints and foreshadowing to the eventual 'big bad' or giant conundrum for the players to solve. Another way you can do it is the 'quest-arcs' method, where they can get NON-timed story arcs, that they can work on here and there and eventually complete, or if they take too long, fail to complete. In Eclipse Phase, these could be secondary objectives that are not immediate threats that Firewall assigns the players.
twcrone twcrone's picture
EclipsePhase needs more adventure material
I have had to go back to fantasy with Pathfinder since they have some full featured, lengthy campaigns called 'Adventure Paths'. Fantasy is easy to create yet they have done an amazing job. Before I will bother trying to run EclipsePhase again, they will need to stop creating vague sourcebooks, roll up their sleeves and create something I can keep my players interest with. We don't need any more 'ideas' or partially fleshed out seeds. We need fully realized adventures and yes a fully realized campaign would make EP more approachable. When I bought the D&D Basic set it had 'Keep on the Borderlands' which we played for days. Shadowrun has several fully realized storylines that have made the genre grow. The little PDF releases are not enough. This genre is amazing but complex and if you want to reach a larger audience, I think you need some fully fleshed out campaign material.
OpsCon OpsCon's picture
Quote:
Quote:
We don't need any more 'ideas' or partially fleshed out seeds. We need fully realized adventures and yes a fully realized campaign would make EP more approachable.
This is not the game you are looking for then. It's Creative Commons, not a fully owned and controlled IP (not that Pathfinder, "We sold you D&D 3.5 with our house rules for $50" Adventure Paths are original IP).
NewAgeOfPower NewAgeOfPower's picture
There are 3 or 4 good
There are 3 or 4 good campaigns out there for free. I know I'm going to hijack another Arenamontanus ideal soon...
As mind to body, so soul to spirit. As death to the mortal man, so failure to the immortal. Such is the price of all ambition.
Arenamontanus Arenamontanus's picture
NewAgeOfPower wrote:I know I
NewAgeOfPower wrote:
I know I'm going to hijack another Arenamontanus ideal soon...
I have been thinking about whether to try to make a proper campaign rather than standalone adventures. But since I tend to have concept-driven games it often feels easier to make more self-contained stories. Still, maybe I should make my "Build of a Nation" into a campaign setting. Rebuilding Tanzania in the rings of Saturn - what could possibly go wrong?
Extropian
twcrone twcrone's picture
EclipsePhase developers want to make a living
Creative Commons or not, that is simply an approach. I am sure Rob and them want to make a living. I'm fine with trying to be open to the community but I think with their current approach they will not likely expand their small, focused fan-base. People like me that have money to spend on fully realized campaigns etc. typically do not have time anymore to write up lots of our own material. Even when I did have time (and no money) I don't think I could do EclipsePhase justice. I would gladly spend $20/booklet (or more) that was heavy with playing material, scenarios etc. all tied together. Think the $5 PDF times 4. Those are little more than teasers. OpsCon, I hope you pay for all your EP stuff and don't take advantage of free PDFs everywhere. Support the developers and hopefully they will be able to create more material and not eat Ramen.
Thampsan Thampsan's picture
I second twcrone, if you like
I second twcrone, if you like the setting and ruleset buy it, or at least publicize it enough that people in your group buy it. CC only works if the people doing the publishing make enough money to live. I'm working on an EP campaign and when i'm done i'll do what Arenamontanus has done and turn it into a pdf and make it available to the public. EP as new IP is like the birth of D&D and the internet, the rise of forums and online communication allowed D&D fans to contribute ideas many of which were used by the developers of TSR in various forms. That's why these forums are so great we get to distribute and share creative ideas and advice.
Gantolandon Gantolandon's picture
twcrone wrote:Creative
twcrone wrote:
Creative Commons or not, that is simply an approach. I am sure Rob and them want to make a living. I'm fine with trying to be open to the community but I think with their current approach they will not likely expand their small, focused fan-base. People like me that have money to spend on fully realized campaigns etc. typically do not have time anymore to write up lots of our own material. Even when I did have time (and no money) I don't think I could do EclipsePhase justice. I would gladly spend $20/booklet (or more) that was heavy with playing material, scenarios etc. all tied together. Think the $5 PDF times 4. Those are little more than teasers.
The problem with huge campaigns is that they rarely work out in practice. They are hard to run without heavy modification to fit your party and, even then, the players are bound to get off the rails sooner or later, forcing you to improvise. Most of the GMs I knew flat out ignored such modules. I'm not sure if they really would be the as profitable as you seem to think, and some stories and introductory adventures would probably promote the system better. Unrelated to the topic, but it's hard to miss: your last post seems a bit condescending and pretentious. Care to lighten up a bit? The discussion will certainly benefit from it.
twcrone twcrone's picture
Fair enough
My tone should not be condescending or pretentious rather it is frustrated. I love EP but think too many of the current player base is less interested in promoting and growing the fan base than being impressed with themselves and how they can play EP without investing in the product line. Long campaigns DO work if for no other reason they provide lots of fleshed out material for GMs to keep often fickle players interested. Once again Pathfinder 'paths' work very well. Shadowrun does this pretty well. Traveller has some similar stuff but not as much. So forget campaigns for a minute...instead of a lot of seeds, I want a couple fully realized adventures that can last more than a couple sessions. Continuity but a much larger ship and lots more exosurgents. Bump in the Night is the first of several adventures compiled in a book with more details on the aerosat. Think smaller venues with more detail. How bout a Mars sourcebook that includes a complete series of events around Zevi and some TITANs hiding among society. Heck do one domed town/city on Mars in detail and have a series of missions around the area. And charge people premium for this superior material. I want these guys to make a living on EP alone so that can focus on it. These books are very well done and deserve premium prices. I want a sci-fi RPG to take hold and blow 'D&D' out of the water. I'm bored with fantasy but my players always gravitate back to it after some partially realized campaign in another genre.
NewAgeOfPower NewAgeOfPower's picture
I've payed money. I know at
I've payed money. I know at least one other fan that has paid money (hardcover). However, my group + my previous group would be 11 members. Another member has considered buying, but the truth is, we're all poor college students.
As mind to body, so soul to spirit. As death to the mortal man, so failure to the immortal. Such is the price of all ambition.
Gantolandon Gantolandon's picture
twcrone wrote:My tone should
"twcrone" wrote:
My tone should not be condescending or pretentious rather it is frustrated. I love EP but think too many of the current player base is less interested in promoting and growing the fan base than being impressed with themselves and how they can play EP without investing in the product line.
I'm not sure where did you get that from, because no one here stated that they didn't want to buy EP sourcebooks. The only mention of Creative Commons license didn't even touch this issue. It's only you who chose to believe that everyone, who isn't interested in large campaigns, doesn't buy books anyway and therefore his opinion can be safely ignored.
Quote:
And charge people premium for this superior material. I want these guys to make a living on EP alone so that can focus on it. These books are very well done and deserve premium prices. I want a sci-fi RPG to take hold and blow 'D&D' out of the water. I'm bored with fantasy but my players always gravitate back to it after some partially realized campaign in another genre.
D&D currently caters to a whole different group of players - the one that tends to prefer fairly lightweight plot, a lot of tactical battles and prefers to buy new content rather than create it. Which is fine, but actually is a completely different market. Creating a detailed campaign (or place) for D&D or Pathfinder is much, much easier - you only need to set up a dungeon or a batch of encounters for your players and you're ready to go. It tends to be much messier when you have to factor frequent non-combat encounters, ubiquitous mesh, and the fact that the players can pretty much egocast to Kuiper Belt in any moment.
twcrone twcrone's picture
My point exactly
Yes, EP is a very difficult genre to create scenarios for especially compared to traditional fantasy/D&D. For that matter, I cannot do it justice myself and I'm the only person trying to run it around my area. I'm just saying I would like more 'hand holding' so I can do a better job and I'm willing to pay for it. I'm not convince that with all the posting I've been seeing that even a majority of the EP fanbase is supporting the company as they should.
Gantolandon Gantolandon's picture
Quote:Yes, EP is a very
Quote:
Yes, EP is a very difficult genre to create scenarios for especially compared to traditional fantasy/D&D. For that matter, I cannot do it justice myself and I'm the only person trying to run it around my area. I'm just saying I would like more 'hand holding' so I can do a better job and I'm willing to pay for it.
This is something that I understand completely. You don't need a huge campaign for that, though - trust me, you are still going to have to improvise. You can buy 200 pages of a description of a habitat somewhere in Kuiper Belt and run an adventure there... but you have no guarantee that your players will stay there. It will be probably easier if you start from introductory scenarios and just try to expand the plot from there.
Quote:
I'm not convince that with all the posting I've been seeing that even a majority of the EP fanbase is supporting the company as they should.
And that was - again - not very nice and makes the rest of your post look bad. You seem to suggest that anyone who doesn't agree with you is not supporting the system properly, which is a bit arrogant. Moreover, you didn't even say how we, lowly commoners, should support the company and what exactly have we done wrong. I can only assume that this has something to do with buying books but I don't remember anyone here stating they have no intention of purchasing anything ever. So you are now protecting the system from the danger you imagined yourself.
Xagroth Xagroth's picture
The building of a long
The building of a long campaign starts before the GM decides anything. While it is easy to set a group of characters to stay together for a mission or two, sometimes it gets strange to see the same faces in an "organization" like Firewall. So the first step comes from the Player Characters: the group needs each character to have a solid reason to stay with the group for long periods of time, and to have enough trust between them for some delicate missions. One option is to make them survivors from a group (a now extinct country, for example), or give them a past history before joining Firewall (like they were Gatecrashing together, or acted as a mercenary group until Gorgon or the Ultimates displaced them). Once the characters have a reason to stay as a group, a reson for undertaking the campaign is needed. The latest game I've been GMing has been Conan d20 (2nd edition), and things went like this: One Cimmerian (celts) barbarian, one Aquilonian (romans) noble with his cohort, and one Corinthian "nun" (something akin to Romeo & Juliet-era Italy) with her half-sister cohort walked into a corinthian city called Nahab, looking for a Count Prócero. The barbarian was hired muscle, the noble wanted some payback from an offence, and the nun was scheming desperately to avoid being married to the count. They got into the city, found the count was back in Aquilonia, and fought off a monstruosity, departing for Tarantia (Aquilonia's capital) after a week if rest. This gave the three strangers time enough to know each other. Once in Tarantia, they got involved in some scheme by the local faith against a foreign one that was being used by yet another one to destabilize the realm (it came back to "Set worshippers messing with Conan", unsurprisingly XD). The players got told to make themselves scarce for some time, and they departed to Asgard (inland vikings, northest of all the map, above Cimmeria) searching for some strange communication between Prócero and somebody there (which in fact was to the east of Asgard, in Hyperborea...). Sadly, behind the scenes they lost money and mounts, and they were recovering in a hideous ale-tent (not even an inn! Oh god... XD) when an old friend of the barbarian convinced them all to join him into the recovering of a family heirloom from a temple. Sadly, it was all the beginning of the coming back of a really nasty necromancer, so they got enrolled into stopping him. Now, we approach the end of the campaign book (Betrayer of Asgard) and I'm using the north connection to tie things together with Prócero and keep the adventure moving. Now, you can see in this case there were almost no reason to keep the group together, but I gave them an NPC (who didn't had a sheet back then) as an antagonist to face. They got some small data about him, and now they might get some more, but in the end I am just following the old motto "use a villain to unite the players". My players are really trying to get to Prócero because I've been so scarce with him till now! So yeah, a villain who is only hinted at the beginning can be really good for a long term campaign. It can begin with a name, specially in EP, where you can find "datapads" and the like, and if the players do not remember the name when it shows again, they have their muses to provide! Then give glimpses of the villain's plan. But as TV series shows us, do not center the game on the villain: make them run some adventures, finding some clues from time to time, until they finally get an "episode" where they twart his plans directly, and from that poing onwards rivalry grows. Until a climax, when the players kill him... But not for real: EP has backups! If they managed to kill him silently, then they migh get some months to find the backup and do something to avoid the resleeve of the villain, because it would be just a matter of time for him to find it was them who killed "him" before after messing around with his project. And of course, do not fear to hit the "fast forward" button! True, it is more in the spirit of the Sword & Sorcery to start in media res, but every now in a while it can be good to handle the players their character sheets and to tell them that they are knee-deep into an infiltration operation trying to get something, instead of getting them at the briefing. After some problem, you can make a "flashback"...
OpsCon OpsCon's picture
twcrone wrote:
twcrone wrote:
OpsCon, I hope you pay for all your EP stuff and don't take advantage of free PDFs everywhere. Support the developers and hopefully they will be able to create more material and not eat Ramen.
I own a dead-tree copy of core. One of the other players owns a dead-tree copy of the core and Sunward. I plan on getting either Gatecrashing or Panopticon (or both) soon. I'm trying to figure out where you get off calling me a leecher, in essence. I have three full bookshelves of gaming stuff. I pay for my fix.