Saturday, August 13, 2016

Off on the Right Foot

Today's #RPGaDay2016 prompt is: What makes a successful campaign?

Boy, I guess they got tired of the softball questions! I'm just going to come right out and say that there is no one correct answer. Reams and reams have been written on this and I don't think we're going to come to a consensus.

However...

I think it's crucial to get the first session right. That means in-game and out-of-game.

In-game, the PCs need to be tied together in a way that motivates them to work as a team -and- to go out into the world and help each other with their problems. This needs to be more than "you meet in a tavern and already know each other". Why are you meeting and how do you know each other? It can be built into the system, like the way Fate character generation has players create aspects that tie the PCs together (for example by guest-starring in each others' past adventures in Spirit of the Century). Or it could be part of the story: uniting the PCs through a faction (maybe they all work in the same guild), or through a common problem. I started my urban horror game The City by having all the PCs share a horrifying experience.  After a crowd of hundreds of people around them all collapsed and they were the only ones left conscious, they were transported into an alternate dimension full of booming voices that threatened them, and left each PC with a forehead mark that only the other PCs could see. That pretty much guarantees party cohesion for at least a few sessions. Tying the players together isn't that hard and I think it's a crucial step to player buy-in--and buy-in, ultimately, is what keeps campaigns going.

Out-of-game elements are just as (if not more!) important towards buy-in. A Session Zero might be the way, or bankuei's Same Page Tool, or any other variation of the social contract. The point is to make sure all the players agree on details like the level of commitment to playing regularly, what genre conventions should be followed, and understanding what content is ok or not ok. This also involves finding out if the players are actually into the proposed system and setting and playstyle--and if not, collaborating to find a combo that works for everyone. It might be possible to do this implicitly by playing with a gaming group of peers that you know really well already, outside of gaming alone. However, making at least some elements of the social contract explicit will always help, especially if you have a diverse group of players.

I have a feeling that I'm going to be harping on about buy-in a LOT here. I genuinely believe that no campaign will last without it, so we should try to get it right.

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