Those of you that have been reading my articles for any length of time know that I’m a fairly improvisational GM that believes in prep-light gaming. I generate a lot of ideas and concepts during a game and run with what ever the players pick up and seem interested in. That being said there is one area in which I do like to put time and effort into, the campaign opening.��Like a movie with��a great opening scene, a fantastic opening to your campaign sets the tone and energizes the players. When I put together a new campaign and begin crafting the opening I like to consider the following three elements:
Action!
A great opening should make each player’s pulse pound. GM’s sometimes open a campaign with a lot of setting exposition and description. I’ve done this in the past and watched my players’ eyes glaze over.��I like to place the characters in a situation where they have to make quick decisions without the benefit of any real knowledge of the situation. Immediate danger, whether from combat, a disaster or some other hazard, forces the players to act and do something. They can ask questions and you can share details once the initial rush is over. Don’t worry about lengthy explanations, give out just enough information to prompt the characters into action. High-energy, rapid fire events force the players to react and make snap decisions which lead to my second point:
Character Forging
Early events often set the tone for a character for the rest of the campaign. A horribly botched skill attempt, an epic critical hit, or a humorous social interaction can really help define a character throughout the campaign. By ensuring an action packed opening and lots of opportunities for decision-making you set the stage for some truly interesting and organic character development. In addition to helping develop the characters a good opener can also help develop the campaign itself, as we’ll see in the next point:
Foreshadowing
One of the most important things I consider for an opening is the use of foreshadowing. I always try to work in at least one future element of the campaign. I’ve used a person, an event, even a design element as foreshadowing. I once used black obsidian altars in this manner. In the campaign opener the heroes barely took notice of the altar, considering it nothing more than a background element. Months later, after finding a fourth altar they began to think they were more than scenery. Toward the end of the campaign they eventually realized that the altars were a significant part of the overall plot line. As a rule I don’t try��to initially��draw undo attention to the element; I like it when the players realize there was foreshadowing in retrospect.
Final Thoughts & Inspiration
Using these elements helps me craft truly memorable opening events for my campaigns. When my players experience a breathtaking, heart pounding opening they bring their best to the table. Since I use a lot of the players’ own ideas, thoughts, energy, and enthusiasm to fuel the campaign and keep me in my creative zone, this kind of opening often powers my entire process. The following is a list of potentially cool campaign openers, a few of which I’ve used in my own games. Feel free to use, mine, or alter as you see fit!
- The heroes find themselves returning to consciousness after having been turned to stone for dozens, maybe hundreds of years. They have been kept as statuary in the garden of a lich but an arcane experiment gone bad has unraveled the enchantments and returned the heroes to flesh.
- The slave ship transporting the heroes has come under attack near the shores of an uncharted isle. The hull is flooding, the crew is being slaughtered, and the heroes are chained up in a sinking vessel. The heroes need to slip their shackles, escape the ship, and make their way to shore.
- The heroes awaken in some sort of temple dedicated to an evil entity. Several dead cultists are nearby drained of life and it is clear that the heroes were all just resurrected from the dead. None of them remember anything of their former lives but a group of zealous crusaders are about to break down the doors to the temple.
- While doing time in the city dungeons a fellow inmate is broken out by a group of professionals. Although they are in and out with their target the mayhem they caused has left the heroes with an ideal opportunity to make their escape.
- The heroes have insulted important people��in power and as punishment they are taken to the edge of the wastelands and exiled for their insolence. They are given only the barest of tools and accessories before being cast out.
- The caravan the heroes were part of is attacked while camping overnight. The attackers attempt to take members of the caravan captive but one of the travelers offers the heroes an interesting award to help him escape from the attackers.
- The heroes are asked to deliver an important document to a nearby kingdom via a linked teleportation circle. Something goes wrong when the characters teleport and they find themselves in an ancient crumbling ruin in some unknown part of the world.
So… John, been following all your blog postings via email and I had a question… how long did it take for you to come up with those examples… where did some of them come from, I am not implying you lifted them, on the contrary I really liked them… I tend to have simple ideas, like ones from a published D&D module… while those ideas you have aren’t complex, they are creative… I don’t think I could have thought up some of them on my own unless I was having a good day doing so. Does it come from a goal to ‘write’ or did you have some background on creative writing… how do you sit down and how long does it take to type out things like that… specifically this blog posting. Thanks in Advance!
@Aeternal;
Well, four of those openers were basically ones I’ve used in the past. Two of those were made up on the fly without really much preperation. The other examples I threw together at about 3:30 a.m. while finishing the article.
I guess my “inspiration” comes from 30+ years of gamemastering and a strong love of story-telling. My creative process is all about focusing on “interesting” elements. Things that make the players ask questions and want to interact with the world. Truth be told, I create a lot of questions ahead of time but no answers. Answers are discovered along the way (although my player usually think otherwise).
To answer your question regarding the time and effort I put into this article. I normally like to be a week or two ahead in writing but my life is crazy right now. This article was written on my lunch break at work from 3:00 to 3:30 a.m. (I work the graveyard shift). I usually give an article a lot of thought first then sit down and knock it out in an hour or two. But truthfully, this article was literally just something I put together after a conversation with a coworker about how much I loved the opening “musical” sequence to Guardians of the Galaxy (it really sets the tone of the movie).
I was thinking of expanding the article with another 10 or 20 openers, maybe fleshed out a little more. Is there a demand for that? Is that something you guys would find useful?
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Great stuff as usual, John! I could definitely get some use out of these and look forward to the next post.
I can definitely testify to John’s “on the fly” abilities. Also, he does a great job at masking to his players what things are prepared versus on the fly. We often can’t tell which elements of the game were ones that were carefully crafted versus ones that he thought of literally moments before. I think that is one part of what makes him a great GM, being able to seemlessly blend what is prepared with what is on the fly.
Samuel Van Der Wall recently posted…Can YOU Make Money By Roleplaying? ���� Ways to Make Money Roleplaying
Thanks for the compliment Sam.
A big part of my technique is to not connect my “crafted ideas” to any specific campaign elements. Instead I use things that come up in play to connect prepared stuff to on-the-fly stuff as seamlessly as possible. A lot of the time I use the players’ own ideas to fill in the gaps; less work for me and it rewards the players for correctly “figuring out” my interesting plot lines!
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