Canon Continuity and Gaming
Part Three of Six
The Campaign
by Jesse Willey

Welcome back folks to another exciting column. This week we're going to talk about the how to start a campaign and how to finish one (assuming your game runs long enough to meet a conclusion).

Okay,stop me if you're heard this one: a fighter, a mage, a paladin and a thief walk into a bar. They sit down, get a drink and maybe order some food. They mind their own business when a bunch of angry kobalds walk in and start threatening an old man. All of a sudden this diverse band of adventurers band together to defeat the kobalds for no real reason other than the fact that they are all player characters. They defeat the little SOBs and find the old man is dying. First level wizards don't have healing--- so the old guy is pretty much screwed. With his dying breath he turns to the Paladin and says: "As a holy warrior, please guard my amulet. Don't let it fall into the wrong hangs." Or maybe he just says, "Don't let Cairo get the Falcon." It's been years since I've played D and D. My memory is a little fuzzy. That little scene is part of the reason why I don't play anymore. It is played out as either the first scene or the party gathering point in almost every Dungeons and Dragons game I've been in. (If you combined the fighter and the Paladin into one character and did the same to the mage and the thief you'd have "Ill Met In Lankhmar" by Fritz Leiber.)

Though it's not like super hero games (and comics) don't have their share of similar openings. Here are some ones to avoid if possible.

A seemingly ordinary person notices a super hero (or group of super heroes) acting a little off. He finds some way of connecting extremely powerful supers. They band together to stop the menace and decide they like working together. Then they make the informal alliance permanent. In actual comics, this sums up both "The Avengers vol 1. #1" and the origin story for "The Teen Titans." In Avengers it was Rick Jones thinking the Hulk was acting strange. In the Titans origin it was a letter from an as yet unrevealed teen in Happy Harbor. Though Batman and Nightwing both have reason to suspect Snapper Carr sent it.

A mystical or alien force is splintered into several pieces and piece happen to land in areas where the heroes are. The force grows to a level where it is too powerful for any one hero to beat alone. Thus the heroes come together. That's at least one Justice League lineup's origin and The Defenders origin.

An alien invasion is an old stand-by for super hero team origins. They've played a part in the origins of two incarnations of the Justice League, one incarnation of The Teen Titans, Power Pack and even one volume of The Crusaders.

Now, I'm not saying not to use these plots during your campaign. They are part of the super hero genre. I'm just saying there are other ways to get your team together. Here are some of my favorite ways to do so:

Connect them by a theme or common thread: these are good for teams where character interaction is key. The one problem is that it requires more work on the part of the GM. He has to decide what the connecting element should be. Let's just say the GM wants to tell a story about the difference between revenge and justice. He might want all the players to be to play a character who either are fugitives or believed to be criminals. He might also want characters with a range of feelings on the matter. One need look no further than Green Arrow and Hawkman to see that there is room for difference on super teams. Even short term alliances have had such difference. One side of that issue, you have people like Punisher who don't really see what they are doing as revenge when it clearly is and whose tactics are very Machiavellian. On the other side, you have Spider-Man who really believes in the legal system or at least its intent. He may catch the crooks but he doesn't decide their fates. Then you have Daredevil somewhere in the middle. These characters have a long history of having team-ups even as a trio.

Another thing I like to do is run each player through a solo adventure or two before the group meets. As the GM, I set up major connections between the solo plots. That way each story has a point where once they player puts all the clues together and accomplish their tasks they are more than likely in place to meet one or more of the other player characters.

The third way to start is En medias res. You don't have to give them an origin. Just start a few months after the party has met. Have the players work the origin out when they write their backgrounds. This puts a lot of burden on the players, but it also gives them an excuse to work out how their characters interact and that's not necessarily a bad thing.

The final way to choose a super team, while it has been done before in comics, is for one of the heroes (preferably the leader or the one with the cash) to start a team without members and have tryouts with or without the other characters knowledge. (Much like Night Thrasher in New Warriors or Hard Drive in Young Heroes in Love.) In this sort of set up all the players (aside from the one character) make several characters. If the first one doesn't pass the audition they move on to the next one. A good GM will bring back those rejects either as potential villains, wild cards or even reserve members when things hit the fan. (And if one of the players characters dies, that existing character may take their spot.)

Now, let's talk about endings. There are three styles of campaign. Episodic, Saga and Epi-Saga. Episodic campaigns are much like most super hero comics of the 1940s and 50s. They are pretty self-contained. They'll have reoccurring characters and some continuity but not much.

The one advantage to an episodic campaign is that you don't really have to worry about the ending. You can run a bunch of episodes and when you get bored of it, you can stop. There is no need to make the last episode all that special.

The saga campaign is the total opposite. Everything is important. Even the smallest detail is planned to have lasting effects on the outcome of other future events. A good example--- let's just say in the first a character kicks a homeless guy and then gives him a few coins to shut him up. At the very end of the campaign it could turn out that coin was a valuable collectible. He turns around and sells it. He uses some of that money to buy some shares to keep the guy who kicked him's enemies in business. Thus causing a chain of events that leaves the character penniless.

In a saga campaign, you might start off fighting low level street thugs but through the course of things you might end up fighting beings from other galaxies or evil gods. As the players grow so do their threats. The GM always has this master scenario in mind and the players may or may not be aware of what is going on.

Epi-sagas are sort of a hybrid of the two campaign styles. In some ways it is much like The X-Files. Some episodes play into a much larger story. There are master evils at work. Not every episode is about that or incidents that lead to the big plot reveal. A lot more time is spent exploring the characters as people.

A good ending to a saga or epi-saga campaign has to have these essential elements.

  1. A decisive battle between good and evil. A friend of mine ran a campaign where the supposed heroes chose not to enter such a battle because they believed (rightfully or wrongfully) that they had no chance of victory. So they did nothing and let the bad guys win. It was still a decisive battle, only good decided to forfeit. I also had a group quit two episodes from the end because they refused to see something rather obvious I had set up and kept going doing things that were either tangential or wasted time chasing red herrings.

  2. Good drama should have a ticking clock. Imagine this scenario, Jonathan and Martha Kent are in a room with a man with a gun at the same time Lois Lane is running across a bridge. Superman is the only one who knows it. Not really drama. For all we know it could be the man is a neighbor who just came back from a hunting trip with Jonathan and Lois was just taking a walk. Now, imagine the same man pulling the trigger and firing the gun at the Kents at the same time Luthor's goon Otis shoves Lois off a bridge. Superman only has so much time to catch Lois then fly all the way to Smallville and catch the bullets before it kills the Kents. A typical saga ending the stakes are much higher than that.

  3. There should be more than one type of conflict. Man vs. Man is a given. Endings should also have elements of other conflicts. Man vs. Nature could work. Or if the villain used to be a loved one of one of the player characters Man Vs. Himself. I'm sure Man vs. Society could be worked in. (Cough Civil War Cough.)

  4. Tie up loose ends. All the little subplots and big plots should come to a close. Does the Ghost Detective find a way to come back to life? Or does he ascend to the next stage of being a warder and guard the gates to the after plains? Does the half demon mage finally realize clues that were given to her concern her demonic father and "The Light?"

And now for a special bonus feature:

What do you, the players, do when you want to continue a campaign and the GM says: "That's it, I'm done" or that he's out of ideas? (Yes, this can happen. Not all games endings are the player's fault.) A rather fun solution that I've found comes from reading a lot of comics. The GM can let each of the players pitch him a new direction for the campaign to go in. They choose the one they'd most like to play in and makes that person the chosen successor. The GM takes either one of his NPCs and turns it into a PC of equivalent experience to the other characters or makes a new character and joins the game as a player. He runs one more episode as a retirement for the incoming GM's character. Sometimes he consults with the new GM and sometimes he doesn't.

I've done this at least twice and had it done to me several times. In the game where I played Rol'Jok the Skrull (see last issue), I got elected GM in the middle of a campaign involving the Guardians of the Galaxy. I knew I had about 5-6 weeks to prepare for my take over. The plan to write Rol'Jok out of the game went something like this.

    Jess: Replica is still on the other Guardians team, right?

    GM: Yep.

    Jess: She's still amongst the last of the Skrulls?

    GM: Actually, as of the recent attacks, she is the last Skrull. Aside from Rol'Jok.

    Jess: Good. Are we going to meet the other team during the mission?

    GM: You might.

    Jess: Well, two rebellious teenage genetically altered Skrull seems natural. He may not like his Skrull roots that much but-- neither does Replica. He'd probably be smitten just off that. They could build a new Skrull race without the hindrances of the bigotry of the old. While the Skrulls are about as civilized in treatment of each other as most sentient races they are still reptilian. Under harsh conditions they respond instinctively to pheromones. And teenagers will be teenagers . . .

    GM: So it's going to be like those stories where the hero says they're going to stay for the pretty girl that they met and change their mind at the last minute and come back but winds up stranded?

    Jess: No, I'm saying it is one of those stories where the hero says he's going to stay for the pretty girl and actually does.

    GM: Did we just refer to a Skrull as a pretty girl?

    Jess: By Skrull standards she's a super model.

    GM: Maybe, but then again, she's one of two Skrulls left in that timeline.

Stay tuned next time for our next exciting episode, part one of a two part extra ready to run adventure entitled "Where Walks the When Walker?"

P.S.: If you can name the two movies referenced in this column-- you watch far too much TV.


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Text Copyright © 2006 Jesse Willey