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Campaign Template

1. Campaign Overview

  • Campaign Title:
    Name your campaign to reflect its themes or central story arc.

  • Campaign System:
    (e.g., Dungeons & Dragons, Pathfinder, etc.)

  • World and Setting:
    Describe the world where the campaign takes place. Include the tone, theme, major regions, and notable features.

  • Themes and Tone:
    What are the central themes (e.g., redemption, betrayal, survival)? What is the tone (e.g., grim, hopeful, epic)?

  • Premise:
    1-2 sentences

  • Elevator Pitch
    A short read-aloud for new players - 2-3 sentences that set tone and hook.

2. Failure State - before defining who they fight, define what happens if they fail.

  • Three Specific Stakes

    1. Person/Relationship

    2. Place / Object

    3. Ideal/Memory/Legacy

  • What is the emotional cost for the players?

  • What is the scale of the consequence? Local/Regional/Global?

Core Conflict Statement

  • This campaign is about ... struggling against ... for the sake of ...

3. Story Structure

Story Arc

  • Primary Conflict:
    What is the central conflict or problem driving the campaign?
    (Example: A cursed heirloom must be restored to save a dying village.)

  • Secondary Arcs:
    What additional storylines or subplots exist? These can involve key NPCs, player backstories, or side quests.

Story Spine

  • Use this structure to outline your campaign's progression:

    • Once upon a time, there was...

    • Every day...

    • Until one day...

    • Because of that...

    • Until finally...

4. Opposition Architecture

STATE
GOLD
SILVER
BRONZE
TOTAL
47
37
38
121
27
23
17
67
26
18
26
70
19
18
19
56
17
10
15
42

4. The Assemblage of Heroes

  • Key Characters:
    Who are the players' characters? What motivates them?
    (Example: Ronan Stormheart, a paladin seeking redemption for his family's sins.)

  • Backstories:
    Tie each character's backstory to the campaign. Select or create archetypes like “The Restless Dreamer” or “Bound by a Promise.”

 

4. Important NPCs

  • Key NPCs:
    Who are the critical non-player characters, and what motivates them?
    (Example: Greta Thornwillow, a weary village elder guiding the heroes.)

  • Antagonists:
    Who are the main antagonists, and what are their goals?
    (Example: Lord Alaric, a noble seeking to exploit the heirloom’s power.)

 

5. Problems

  • Global Problem:
    What is the overarching problem affecting the world or setting?
    (Example: A powerful artifact has been shattered, spreading a curse across the land.)

  • Local Problems:
    What smaller, act-specific problems exist?
    (Example: The first shard of the heirloom lies in a forest guarded by hostile spirits.)

 

6. Catalyst for the Quest

  • Triggering Event:
    What event starts the adventure?
    (Examples: A bandit attack, a vision from a restless spirit, or a plea from the village elder.)

 

7. Campaign Acts

Act 1: Introduction

  • Level Range: (e.g., Levels 1–3)

  • Sessions: (e.g., Sessions 1–3)

  • Focus: Introduce the world, NPCs, and primary problem. Tie player backstories into the story arc.

  • Key Encounters:
    (Example: Encounter with bandits holding a shard of the heirloom.)

Act 2: Escalation

  • Level Range: (e.g., Levels 4–6)

  • Sessions: (e.g., Sessions 4–6)

  • Focus: Deepen the stakes with secondary arcs and challenges. Introduce moral dilemmas or conflicting goals.

  • Key Encounters:
    (Example: Confronting the corrupt noble seeking to keep the curse active.)

Act 3: Resolution

  • Level Range: (e.g., Levels 7–9)

  • Sessions: (e.g., Sessions 7–9)

  • Focus: Conclude the story arc, resolving global and local problems.

  • Key Encounters:
    (Example: Final battle against the spirit of the shattered artifact.)

 

8. Encounters

For each encounter, provide the following details:

  • Name of Encounter:
    (Example: Forest of Shadows)

  • Type:
    (Combat, Exploration, Roleplay, Puzzle, Dynamic)

  • Purpose:
    How does this encounter tie to the story?

  • Challenge Level:
    (Match the encounter to the party’s abilities.)

  • Key Details:
    Include enemies, NPCs, or environmental challenges.

  • Player Choices:
    What decisions might the players face, and how will those affect the story?

 

9. Resolutions

  • Possible Outcomes:
    What are the potential results of the campaign?
    (Example: Success: The heirloom is restored, and the curse is lifted. Failure: The village succumbs to darkness.)

 

10. Rewards

  • Physical Rewards:
    (Example: The reforged heirloom.)

  • Character Rewards:
    (Example: Ronan’s Redemption Shield, tied to his backstory.)

  • Narrative Rewards:
    (Example: The players gain the trust of the village and its allies.)

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