Defining a Generators Campaign

Next on our path for the Generators Campaign is defining what one is and how it works...

What is a Generators Campaign?

It's a campaign where you as the Games Master create your content with the use of random generators. This can be before the game, during it or a mix of both.

The benefits of this is that you can reduce preparation time and you have less assumptions about the direction of the game. It gives over much of the power to the players for the direction you go in.

Using Generators Before the Game

To help prepare for the campaign or a particular session you use generators in the creation of locations, non-player-characters, treasure, plots and more. This might be the inn they encounter on the roadside, the villain for that week, the treasure of the dragon terrorising the town or the structure for the next adventure.

Maybe you have a central plot and use generators to fill out the details, or you create lists of content to pull from during the game, or you build a region for your players to explore with generators and a little planning.

Using Generators During the Game

During the game you would use generators to react to players or prompt them if things are slow. This could include encounters, the environment around them, places you didn't expect them to go or an event that happens to them.

Examples would be the travellers they meet on the road, the weather that day, the village they follow the bandits to or a brawl breaking out in the marketplace.

The extreme version of this is if you start with no preparation and see where it goes with nothing more than a few trusted generators to hand.

Isn't that Just Random Chaos?

You might be wondering where the plot is coming from, if you aren't preparing it advance or using a pre-written adventure! Won't it just be a collection of random content cobbled together?

Here's where your players come in, and listening to them to determine where the campaign goes. You give them more control over the narrative and yourself flexibility on how to react.

This might not be the case if you have a central plot and you're filling the details out with generators. But event this enhances your ability to react to the the unpredictability of play.

You can of course do this without generators but this is a blog about random generators and not the general direction of the RPG industry in the world!

Why not just use a Published Adventure?

That's it for now and the next post will look at why you might run a Generators Campaign instead of running a Published Adventure.

Leave a comment if you've run something similar or intend to in the future!