Are you interested in running a game with less prep, getting better at improvisation and giving your players more control?
Then maybe a Generators Campaign will be for you?
I looked at our current campaign which was starting to drag, with little investment from the players and knew we needed a change.
But with I had less prep time and I no desire for a pre-written adventure...at which point I remembered an adventure generator from donjon....and thought about doing a campaign just using generators.
When I thought it through, I was excited by the idea, and an excited GM can make the difference in a campaign.
I would use generators for ideas, plots, adventures, NPCs, names and treasures, and let player choices forge and guide the campaign. Prep time would be low and I would get to know and use random generators a whole lot more
So I sat my players down and told them to generate characters for something new...
We will look at the following areas in the weeks to come
- Player Power: Giving control to the players as you use their ideas to choose the way forward without a rigid overarching plot. Using options such as plot points
- Starting Points: Every campaign starts somewhere, and we look at a few of the options from player plots to a random sandbox.
- Defining a Generators Campaign: What is it? How does it Work? Narrative? Random Chaos? Simulation?
- Lower Prep Time: You can use generators to generate much of your content, either 10 minutes before each session of hours of generating from which you pick just a few small gems.
- Plot and Bringing things Together: There will be some method to your madness, even if it is a light touch or using generators to plan something more.
- Generation Tactics: We'll go through the preparation for a coming session and look at the areas we can generate to help us along.
- Uncertainty and Improvisation: As you don't know what's coming you get better at dealing with the unknown and making the best of what you have.
- The Wrath of Mandark: We we look at a campaign that went from nothing to the players designing and piloting a wagon-ship with drill and alchemy cannons.
So that's an overview of generator campaigns
At the moment of writing the players are piloting their ship-wagon deep under a skull-and-crossbones island searching an alchemical beaker which is the quest item of the party alchemist.
Let me know if you've run similar campaigns...