Last week, I mentioned that I want to run a new roleplaying game in the New Year, and as such I will be writing a four-part series on how I set up and plan for any new game.
Now, you might be asking yourself – why only four parts? There’s a lot of detail on what is needed to set up and run a campaign, and how is it possible to only cover that in four parts?
The answer is that it’s not possible to cover everything you will possibly need in just four parts. It would be a struggle to cover everything in forty parts. In fact, a GM might find themselves working on their campaign for years and years, depending on how long the campaign goes on for.
As such, I have no intention to even try and cover everything. Instead, I will be focusing on the basics, fully aware that my game will be a work in progress. I just need enough planning to get started, and can then flesh it out as the game develops.
The Four Steps
The four stages I have identified are, as follows:
- Game Planning
- Campaign Planning
- Adventure Planning
- Session Planning
This process increases the focus of the planning at each step, bringing it down to what is needed to do what is most important in any game – the actual PLAYING of the game.
The Biggest Mistake
Many GMs make the mistake of forgetting that the ultimate aim of any game or campaign is to be played, and therefore it’s what you can actually bring to the table that matters. A key mistake is to plan too much detail that never really sees the light of day unless you share your campaign notes with your group.
I will attempt to tackle each of these stages, in order, and detail them her on this site. There may be spoilers for my players, but if they really want to read this and get a heads up on what is coming, then that’s their choice.
So come back next week for when we tackle the first step of planning a new game – actually organising and setting up the game in the first place!