Realms of Rylon Postmortem – The Good
This is the second post in my series – be sure to check out the first post, Realms of Rylon – The Postmortem.
When most folks start out reviewing something they’ve done, there seems to be an instinctive need to focus on those aspects that might seem negative or needing improvement, so I’ve decided to start with those things that went well for the campaign.
Newsletter
One of the things I’ve learned throughout life is that communication seems to be one of the things we do absolutely horribly more often than not, so I set out to change that a bit by introducing a newsletter for my campaign – The Rylon Reader.
The idea was simple, provide information about the campaign and some group information at the same time. The latter worked as I was not only the GM at his point, but also the host for all games.
For group information I included a schedule of upcoming sessions and if we were planning a non-game night (like a BBQ which we try to do at least once a year) what the plan was including who was bringing what.
For gaming information, I included a short recap of the session and any notable NPCs that they may have encountered, common knowledge the group had learned (like monsters and magic items). I used this section of the newsletter to convey information concerning the campaign prior to its actual start by including rumors, interesting locations the party may want to check out.
The newsletter was well received by the group, and it is often referred to, not just for the content, but as an item that everyone enjoyed getting.
NPCs
Most campaigns are about the combat and while there was more than a little of it in Rylon there was also a lot of interaction with the citizens of the realm which lead to a need for NPCs.
The goal was simple, add three-dimensional characters to the world who had their own motivations and goals – the trick to this is thinking story and not stats. I’ve mentioned this in the past (see Build Characters not Stats) and I’m sure I’ll bring it up again in the future – don’t stat your NPCs until you need to. To make believable and memorable NPCs, you need to focus on who they are, why they’re in your campaign, and how they’ll interact with the party. When you figure out those items, the NPC will become something more than a simple list of stats.
How do you know you’ve accomplished this? When your group continues to talk about the NPCs long after they’ve been introduced. Some of the major NPCs from Rylon are still mentioned to this day, long after the campaign folded.
Campaign World
This is an area where most GMs (myself included on more than one occasion) fall short – the world they create looks good on paper, but then the group enters it, the world maintains the same two-dimensional quality that the paper has.
With Rylon I spent some significant time figuring out what was going to happen in the world before we even started. I created a backdrop for the campaign, a war. What this allowed me to do was inject world events which had a common thread and were interconnected. The fall of cities, spread of rumors, slave lords, prisoners of war, displaced communities, were all brought into the campaign and all occurred without the party’s direct interaction. It also gave me the opportunity to bring back NPCs which would normally be tied to one location but, due to the city they lived in being destroyed, so now could be found anywhere in the realm.
I also took the opportunity to get input from the players here and one of them came up with an entire kobold clan (he wanted to run a kobold as a PC) complete with a diagram of the underground city they lived in, major NPCs, religion and history. I consider myself fortunate for this as it gave me a lot of fertile ground to pull from and also gave birth to a dwarven city which may not have existed otherwise. The city was unlike anything the group had encountered in our previous campaigns (dwarves not being a particular favorite for PC race) so it was enjoyed by all.
The lesson here is to create new places that your group hasn’t been to. While you can create whole new cities as we did in Rylon with the kobolds and dwarves, you could decide to keep things fairly simple, just change a custom or two, the style of government or even expected laws (what do you mean no magic in city limits?).
Plot Lines
So, you’ve got PCs, you’ve got a campaign world, now what? That’s where plot comes into play. The plot or storyline of the campaign needs to be thought out and be loose enough to be worked with. In the case of Rylon I created a central storyline to draw from and then pulled information for subplots from the discussions during character generation and gaming sessions.
A good lesson here is that when your players start talking, starting listening (and take notes if you need to). You’ll be amazed at how much story information you can glean from a simple side conversation, and the players will enjoy their gaming time that much more when they see things they’ve thought about come up in the course of play.
The important thing here is to make sure they are seeds – you want the party to make the choice to follow the storyline on their own and not be forced into it. Trust me on this one as I’ve made the mistake in the past, make the choice tempting enough and the party will follow, force them and soon no one wants to play the campaign anymore.
The final item I would mention about plot lines is try and make some of them character specific. Some will respond to this and others won’t but by making the effort to find story lines for specific characters those players will feel good and those that aren’t getting story lines you can speak to about working up some additional material to pull future story lines specific to their character from.
Notes
There is nothing that will derail an ongoing campaign faster than the, “okay, where did we leave off last week?” question from the GM. This was a trap I was determined not to fall into, so I started right out of the gate taking notes.
Each week I would record the session number, the real world date of the session, the campaign dates for the session and then any notes associated with the session. I learned right away the benefit of these notes. With them, I had a history to work from, places the characters had been, people they had met, monsters defeated and magic collected or experienced.
The notes I took also gave me the information for my campaign newsletter, which I mentioned above. I didn’t need to sit down and think about the last session to write up the summary, I can the highlights already in my notes.
For more information about note-taking check out my posting, A Guide to Session Notes.
So there you have “The Good” – the list of the top things I think worked well for my campaign or that the others at the table thought were the highlights for them. In the next installment of this series, I’m going to look at “The Bad” – the things that could have used a tweak or two to put them in “The Good” category.
May your dice roll well.
Be sure to check out the rest of the series:
Realms of Rylon – The Postmortem
Realms of Rylon Postmortem – The Bad
Realms of Rylon Postmortem – The Ugly