Campaign Planning: What to Leave Out

I’ve been busy lately. One of the distractions has been planning the beginning of a new campaign. After killing my Kingmaker game I wanted to find a way to make my next game more enjoyable — to stay away from packaged adventures — and to get back to building from scratch.

In planning this new campaign, here’s the one thing I’ve really had to focus on… It’s not just what you put in the game that is important, it’s also what you leave out.

Discussing the game with my players, we settled on running an urban campaign, set in a massive port city. I joked with them that the first thing likely to happen would be sending them out of the city on a massive walkabout… and then, I realized that’s exactly what I did.

So I’ve scrapped the playbook — no more focus on the stories I’d thought we were going to tell. Now, it’s back to the drawing board and a focus on Urban renewal — for my imagination and my campaign.

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2 responses

  1. That’s why I usually don’t buy skills/feats/powers/whatever that refer to a specific location or type of location. My local knowledge, ties to the theive’s guild and the city watch, and roofwalking talents mean that we will immediately get on a ship and never see that town again. When I make a pirate sea-elf who hears the call of the waves, we immediately switch to a mountain range. 🙂

  2. 🙂

    Well, that is the point, right?

    I realized that I was doing this to them, even after setting up an urban campaign. So I’m fixing it. I wanted an urban game too, so it makes no sense to then wander.

    I’m really looking forward to running the game in cities — focusing especially on this one city — so it will be fine. I was just overthinking instead of using my better instincts.

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