So I’m starting up a new adventure/campaign with my regular group this coming Thursday, the last one was very story…

So I’m starting up a new adventure/campaign with my regular group this coming Thursday, the last one was very story…

So I’m starting up a new adventure/campaign with my regular group this coming Thursday, the last one was very story focussed (specific bad guys linked to the pc’s, etc). It was a lot of fun, but I’ve specifically asked them to focus more on the adventuring/treasure huntery style of game this time round.

This is what they have come up with for characters: A wandering group/travelling troupe of people whose soul purpose is to keep their pockets lined. We have a gladiator strong man, an illusionist mage, a sultry thief and a bardic tiefling. 

I’m really looking forward to this as it gives me plenty of options in terms of what they could be getting up to. They could come across an abandoned place, or find a map to a hidden treasure or take a job from the local guild. There’s plenty of things that could go on.

My question to you guys is, what sort of things do you think I should have happen? How much of the world should I build?

Right now I have nothing, I’m tempted to spend a little time drawing a map out and sticking the key roads and towns/cities of note on it. But not fleshing it out anymore than that. 

I’m also thinking of adding in some NPC’s that are notable in key places, or ones I can draw from. I would like to make this a living world, rather than a rather static one I had before. 

Sorry for the very long post, any advice would be great!

TLDR: Adventures are now a group of travelling entertainers that rob temples/tombs of gold and get up to shenanigans. Crazy ideas for things to happen and general tips for world building are appreciated.

4 thoughts on “So I’m starting up a new adventure/campaign with my regular group this coming Thursday, the last one was very story…”

  1. Have you ever tried a worldbuilding session with your players? When I have no prep time, I put a blank piece of paper in the middle of the table, call it the map, and then go around the table, asking each player to add something and do these things each time they add something:

    * Draw it on the map

    * Name it one the map

    * Say how their character knows about the place

    * Say one thing noteworthy about the place

    On subsequent turns I give players the option to add details to existing places or add new ones. I ask specific questions about things they add if I want to drill down a little.

    We always talk about the tone of the game beforehand so everyone is on the same page, and I always have editing rights as GM, to keep things consistent.

    After 2-3 times around the table, there are plenty of hooks and ideas built right into the map, and for me it’s only a matter of choosing which way to go. You can give them that choice and prep to that, or pick a direction that speaks to you and prep to that.

    I often do this for an hour, take a 10 minute break to collect my thoughts, then dig right in and start playing, but when I’m in the mood for a more prep-heavy campaign we’ll do it for a whole session and then hit the ground running the next time.

  2. Jason Lutes  Speaks wise.

    DOn’t forget, the player’s character sheets are full of hooks. I wrote up a set of questions ages ago (based on Vx’s advice for AW) I still ask these questions every time I start a new group.

    Look to tie them into the places, people and objects previously mentioned. Re-Incorporate like crazy! Make a GM move and go from there.

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