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Creating a Campaign

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

You’ve established the big picture for your world, considered its gods, mapped its lands, populated it with factions, and defined how its magic works. Now, it’s time to weave these elements together into a Campaign – the overarching story arc that will guide your players’ adventures over multiple sessions, potentially spanning months or even years of play. While individual adventures provide immediate challenges and excitement, a well-thought-out campaign provides context, direction, escalating stakes, and a sense of meaningful progression for the characters and the world they inhabit.

Creating a campaign isn’t about writing a novel that the players must follow rigidly. Instead, it’s about establishing a compelling central premise, identifying key conflicts and players, outlining potential developments, and creating a flexible structure that can adapt to the choices and actions of the player characters. Alacrity, with its emphasis on player agency, GM judgment, and narrative momentum, thrives on campaigns that provide a strong framework but leave ample room for improvisation and emergent storytelling.

This section offers guidance on designing your Alacrity campaign, from choosing a style and developing a core concept to outlining potential arcs and integrating player character stories.

Choosing a Campaign Style

Before plotting specifics, consider the overall style of campaign you and your players prefer. Different styles emphasize different aspects of the game:

1. Sandbox Campaign

In a sandbox campaign, the GM presents a detailed region or situation filled with potential opportunities, threats, locations, and factions, but without a single, predetermined overarching plotline. Player characters are free to set their own goals, explore where they wish, and interact with the world’s elements as they see fit. The “story” emerges organically from the players’ choices and the world’s reactions.

2. Plot-Driven Campaign (Adventure Path Style)

This style features a more defined central plot with a clear beginning, middle, and end. The GM designs a series of interconnected adventures that guide the players along this main storyline, often involving a primary antagonist or a major world-threatening event. While player choices still matter within individual scenes and adventures, the overall direction of the campaign is more guided.

3. Character-Driven Campaign

This style places the player characters’ personal goals, backstories, and motivations at the center of the campaign. The overarching plot emerges directly from the characters’ desires, unresolved pasts, and relationships. Adventures are often tailored to specific character arcs.

Hybrid Approaches

Most campaigns blend these styles. A regional sandbox might contain several potential plot arcs the players can discover. A plot-driven campaign should incorporate character backstories and allow for side exploration. A character-driven campaign often develops an overarching plot as character goals intersect or create larger conflicts. Find the blend that best suits your GM style and your players’ preferences. Discussing this during a “Session Zero” can be invaluable.

Developing the Core Concept: The Heart of the Story

Every campaign needs a central idea – the core conflict, mystery, or premise that drives the action. This concept should be engaging, offer opportunities for adventure, and ideally connect to the world’s established tone, themes, and factions.

Brainstorming Ideas:

Connecting to the World:

Your core concept should feel integrated with the world you’ve built.

The “Elevator Pitch”: Try to summarize your core campaign concept in one or two compelling sentences. This helps clarify your focus. Example: “The players are members of a struggling mercenary company hired to protect a border town beset by increasingly organized goblin raids, only to uncover evidence that a forgotten necromantic cult is manipulating the goblins as part of a larger, sinister plan.”

Establishing the Stakes: Why Should They Care?

A compelling campaign needs stakes – reasons for the players (and their characters) to invest in the story and strive for success. What is at risk if they fail?

Balancing Stakes: Most campaigns benefit from a mix of stakes. While world-ending threats can be epic, purely personal stakes often provide stronger immediate motivation. Ideally, the larger conflict should connect to the characters’ personal lives in some way. The necromantic cult threatening the region might also be linked to the mysterious disappearance of a character’s mentor, or the war between kingdoms might directly impact a character’s homeland.

Make the stakes clear to the players early on, and remind them periodically of what they stand to lose or gain.

Designing the Antagonist(s): Forces of Opposition

Most campaigns need compelling opposition to create conflict and challenge the players. Antagonists can take many forms:

Making Antagonists Compelling:

You might have a single primary antagonist or a web of interconnected opposing forces.

Crafting the Opening: The First Steps

The beginning of the campaign is crucial for setting the tone, introducing the world, establishing the initial situation, and engaging the players.

Structuring the Campaign Arc (A Loose Outline)

While you shouldn’t write a rigid script, having a loose outline for the campaign’s potential progression can be helpful for planning. Think in terms of acts or major phases:

Flexibility is Key: This is a potential structure, not a railroad. Player choices should constantly influence the direction. They might ignore certain leads, ally with unexpected factions, fail at key moments, or come up with entirely novel solutions. Be prepared to adapt your outline, modify planned encounters, and introduce new elements based on what happens in play. Alacrity’s emphasis on GM judgment makes this adaptive approach easier than in systems with highly prescriptive rules.

Integrating Player Characters

A campaign feels most engaging when the player characters are central to the story, not just reacting to external events.

Managing Pacing and Progression

A campaign needs a satisfying rhythm.

Using World Elements

Continuously draw upon the worldbuilding elements you established:

Flexibility and Improvisation

No campaign plan survives contact with the players. Embrace this!

Ending the Campaign

Plan for a satisfying conclusion.

Conclusion: Your Campaign Roadmap

Creating a campaign is about building a compelling framework for shared storytelling. By defining the core concept, establishing the stakes, designing engaging opposition, outlining a flexible arc, and integrating the player characters’ stories, you create a roadmap for adventure. Remember that this roadmap should guide, not dictate. Alacrity’s strength lies in its adaptability and its encouragement of GM judgment and player agency. Embrace the unexpected turns, leverage the world elements you’ve created, and focus on facilitating memorable moments and collaborative storytelling. With a solid foundation and a willingness to adapt, your Alacrity campaign can become a truly epic and rewarding experience for everyone at the table.

 

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File Created: 05/07/2025
Last Modified: 05/07/2025