I’m slowly assembling this idea for a future campaign and it’s coming together well. I figured I might as well lay out an overview of how this works. It’s really combining a lot of the stuff I’ve written about in the last several months.
There’s a simple leading idea I’ve got here: The dungeons exist to create political conflict.
Concept
So the idea I’m taking is we have these magical places, dungeons, and sometimes they erupt from the ground and move along the land, spewing out monsters. There’s a few options to contain them, and at least keep the monsters from getting too out of hand, if you can’t be bothered to go through the effort to kill the “root” of the dungeon. Dungeons are a little bit like an SCP object in that way. So basically every town/state/etc. lives in constant management, or mismanagement of these magical disasters.
The Steps
Like most types of games I run, it’s high prep at the beginning and barely any between sessions. My GM Improv 101 post from…. geez, a decade ago, pretty much is a good outline of what we’re doing here, in a general sense.
- Roll up several dungeons using these Wandering Dungeon Charts.
- Write up some short ideas for towns/settlements managing/threatened by said dungeons.
- Roll up who the leadership/decision makers are and what their values/angles are.
- The values I get from the faction charts basically make it super easy to lay out NPC motivation Flags.
- Start dropping this all together on a map. Loosely follow Ring Layout for hexmaps, though because the dungeons might move over the course of the campaign, I’m not going to be as rigid about the layout. Give each town/settlement 2-3 dungeons that are potentially in a “problem range”, with many dungeons threatening 2-3 at the same time.
- Have the players create characters and tie them into one or more towns and with it, the politics & problems of that town.
- Run the game based on the player character’s motivation Flags and the conflicts erupting between all these places.
Specific Choices for My Group
- Using a system that works well for theater of the mind + easy to improvise on the spot
- Not going to actually map out dungeons; they’ll be a side thing to do here and there, but the real problems are the factions and politicking above ground. Even successfully clearing a dungeon will have political ramifications.
- Although I have a map, we’re just going to skip through travel time; “a few weeks later” “after trudging through rain most of this trip…” etc.
- I’ll be using hard scene framing to drop player characters into situations, more like running Primetime Adventures.
- I’m going to experiment with a rough “scene prompter” tool I’m crafting for myself. Something to help with pacing and spotlight. We’ll see how it goes. It’s mostly a visual reminder tool, but if it works for me the way I’m hoping it’ll be very nice.
Now, you can certainly take the set of steps I have and run a full logistical hexcrawl and gridmap exploration kind of game. That’s the nice thing about this is that it’s a fairly flexible idea; whereas I want to focus on the politics of the world in dealing or not dealing with these magical disasters, you can zoom in to playing the squads clearing the dungeons or flip the focus around to whatever system fits best.
It’ll probably be a few months before enough players get free from our existing groups to try this out, but I’m looking forward to it.
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