Burials of Teganshire post 7 of 30
All it takes is several 10-minute slices of prep time per adventure to personalize the content in a module and have the PCs dive deeper into the game world as a result. Previously we covered the benefits of keeping the campaign world barony sized (or, 30-mile hex sized) for most of the campaign.
Designing adventures is a lot of work. A prudent DM, even one with plenty of development time to devote to his campaign, can also use commercial adventure modules to add to the campaign world—indeed, this is more likely than not.
When running a campaign to keep it personal to the PCs, it takes more than just tweaking the plot so it makes sense. A McGuffin at the bottom of a dungeon the PCs need to retrieve to get closer to their nemesis is a popular pastime with DMs. It doesn’t take a lot of prep for a DM to add more investment in any adventure. Let’s go over one method—spending 10 minutes at a time.
The Personalized 10 Minute Slice Per Player
In a campaign, player drives vary. Some are interested in role-playing, some just want to show up, others like the idea of min-maxing their PC, others want to live out the fantasy of being a feudal lord, etc., etc.
I have a spreadsheet that tracks each PC. It contains any background info, which includes a 5E or Pathfinder background and their backstory (and half of my players didn’t start with a backstory). I also track things they are interested in, or plot points they bring up or anything usable by a DM.
In Excel, notepad, or 3×5 cards—it only takes about 10 minutes per player to add to adventure content that is personal to the player.
Example
Player 2 is one of the players that provided a backstory, which contains information about his grandfather’s disappearance one stormy night. In the adventure, there is an encounter location that contains treasure in an abandoned desk.
The DM puts a clockwork timepiece (aka a pocket watch) in the desk that the PC recognizes as his grandfather’s. It holds some type of enchantment, too, but the party’s wizard can’t figure it out.
The DM plans to have the investigation of the watch reveal more details of what happened to grandpa, cumulating in an adventure to bring back his bones to rest next to grandma.
Another Example
Player 3 didn’t provide a backstory but has the Acolyte background. In a room discovered while running the module, the party finds a trio of bodies—all wearing the acolyte livery that the PC used to wear.
Here the DM is playing it loosey-goosey. He listens to the player’s banter and guesses about what these acolytes might have been doing before here and see if the player in question has anything to say about his time in the church. The DM files exciting tidbits from the discussion for use at a later time, picking the best outcome (it’s always great when the players add their own lore!). There are some personal belongings on the bodies, so between the time the PC returns the items to the church and the adventure, the DM has a chance to come up with additional details as needed to advance this personalized plot—the main goal, however, is to snarf tidbits from the player discussion.
The Personalized 10 Minute Slice: Locality
It’s not just the players that should get 10 minutes each. The DM should also spend some time on the intrinsic parts of the localized game world. Harken ye back to the campaign plotting chart:
NPCs should have some type of interaction in the adventure based on their motives and dispositions to the party/PCs:
- The mayor asks PCs, on their way to an adventure and passing through the next village, to deliver some letters.
- The blacksmith hears about the PC’s trip and asks them to show any ancient weapons or metal armor that they find.
- Nisha, the barmaid, the girlfriend of one of the PCs, is super mad the PC is going away again, and says to come back with a present, or at least flowers, or don’t come back at all!
There should also be setting interjections:
- Winter is arriving, and the DM decides there’s just going to be a rip-roaring snowstorm. Because, why not!
- The PCs have been hunting quite a bit with the local lord. They run into a druid that asks them politely to dial it down before the tasty fauna loses too much population to sustain itself.
Also, interjections based on prior Party Actions:
- The party cleared out an old wizard tower, but when they ride by it, there’s a blue light in one of the windows!
- The PCs, in their very first adventure, helped a hurt dire wolf. Now the wolf shadows them, seemingly wanting to join them at the campfire, but still skittish.
- There is a bit of lore that says that periodically on a clear night, ghostly wind chimes are heard in an abandoned orchard outside of the village. The PCs hear this while preparing to sally forth.
And finaly, 10 minuites for the Villan:
Assuming the current adventure isn’t directly about the bad guy, spending 10 minutes adding some detail for the PCs to discover or experience is time well spent. Example:
- The PCs don’t know it, but the undiscovered vampire that bought a local farm is waiting for the PCs to leave so she can charm some of the critical villagers, starting with the loud-mouth barmaid that gossips about her.
- The vampire arranges for the local priestess to be out of the village for a couple of months. A low-level acolyte that doesn’t know anything about anything replaces her, dramatically decreasing the threat of receiving a blast of radiant damage to the face.
- Despite her best efforts, the vampire finds herself enamored with the PC Bard (of course). Before the party leaves, she anonymously sends the local bard a rare and old poetry book.
Recap
A localized campaign requires a small time commitment per adventure (commercial or otherwise), along the lines of:
- 10 minutes per player
- 10 minutes for the localized campaign plotting
- 10 minutes for the villainous villain
Note that all this prep was mostly about things the PCs did, about the PCs, or the villain. Little of it had to do with lore, and really, your lore should simply be a backdrop to action and drama.
Finding sand-boxy adventures to put in your localized game world makes things a whole lot easier when it comes to the players generating content for you. But even a rail-roady type adventure will seem all that more personal—when the DM personalizes it with local, and PC, flair.
Back Burials of Teganshire on Indiegogo for some excellent local maps and start adding that bit of detail to keep your players coming back for more.
Crossbow Man recognizes one of the runes on the bridge as the same rune on his brother’s sword. Isn’t that odd?