TTRPG Campaign Design
Whether you're a first time game master, or a "Forever DM", designing a campaign will always come with its challenges. Some systems provide a bit more support for the actual campaign design process, either through random tables or being connected to a specific setting. Others, however, are a lot more hands off. Some of the largest TTRPGs out there, such as Dungeons & Dragons or Pathfinder, may provide you with pre-written settings and adventures as options, but aren't tied to them. This gives you an incredible amount of freedom when running these games, however that freedom then comes with a lot of choices you are going to have to make.
This article will go over some of the most impactful decisions and considerations to take into account while building a campaign. This guide should be useful when designing campaigns for both a specific table, and more generally for others to use. If you'd like to learn a bit more about some of the nitty-gritty decision making when building out a world for your campaign, check out my previous article, titled "Worldbuilding For TTRPGs".
Campaign Length
One of the first questions you may want to consider is what length of campaign you are seeking to create. For the purposes of this article, I will be breaking this down into three main categories.
One-Shot
A one-shot campaign is designed to be started and finished within a single play session. This typically means around 3-6 hours of gameplay. Designing a campaign this short actually comes with a lot more complications than it may at first appear. While it may seem that shorter campaign equals less content you have to make, and that may be true, that content you do make must function a lot smoother than is typically necessary, as every bump in the road slows things down, making it more and more likely that it won't be completed in a single session. In some cases, that's not a big deal, if it spills into a second session it might not be a problem, but if you're designing it with that in mind, you're not really building a one-shot anymore.
It may also not be the case that you need to prepare less content. At least on a session-by-session basis. In a longer format, you can leave something for next session, and figure it out in the mean-time. However in a one-shot, if you have to figure something out, or design something new, then you either have to stop right there and put it together, or just take it out. Now, some people may be fine with this on-the-spot improv, but if that's not you, then doing a little extra prep to ensure you're covering your bases is a must.
Preparing optional content can also be quite helpful. Sections of the campaign that can be included or omitted, time permitting. This could come in the form of skipping the mini-boss and going straight into the fight with the BBEG, if the players took their time to get there, or having a major henchman in the wings to delay them just in case they solve things too quickly.
Single Adventure
A single adventure campaign is one in-which the "main quest" is consistent throughout. The party typically discovers this main quest fairly early on in the campaign (often within the first one to three sessions) and then it continues to be the party's main focus throughout the entire campaign. Side quests in this type of campaign are generally completed within a single session, or eventually serve the main quest. For example, a side quest that gets them a magic item, which makes it easier for them to complete the main quest, or the side quest may be unrelated, and just serve to get them some gold, but it's a quick encounter they can complete and move on from.
An important consideration for this type of campaign is that many parties will stick to a goal (in this case the main quest) until it's complete. Meaning if there are things you want them to interact with that are not directly on that path (for example shops where they can spend their gold, side quests, etc) then you may need to put them in their path. As an example, have them need to question a shop keeper about something they witnessed, then have the shop keeper try to sell them on something while they're there. Or have an imporant clue to a mystery they're solving be found on a jobs board with a bunch of small tasks that have a cash reward.
Most pre-written campaigns or modules are of this variety. This is because they can be run both on their own, as a standalone campaign, or they can often be fit into a larget campaign as just one of the arcs that makes up the greater story.
Epic Campaign
An epic campaign is essentially a collection of single adventures. After the party defeats the evil lich, they stay together and keep adventuring, finding new enemies to battle and quests to complete. This leaves ample opportunities to explore the slower parts of many TTRPGs including lengthier side quests, downtime activities, building a homestead and diplomacy. Of course, not all epic campaigns must interface with these parts of a game, but their scale and scope allow for it, while single adventures and one-shots don't as often.
It is worth noting here that it is not uncommon for a campaign to start out as a single adventure, then evolve into an epic campaign. As alluded to in the previous section, many tables start out running a pre-written module, then once they complete it either find a new module that starts at their current level, or begin homebrewing something new to come next.
Who Is This For?
An extremely important consideration when designing a campaign is who you are designing it for. If you're building out a campaign for your friends to play, answering this question is often fairly simple, however if you are building a campaign for an unknown audience, it becomes a decision you must commit to.
There are two different ways to categorize the audience for a TTRPG campaign. First, is through playstyle, and the second is through experience. There are a myriad of articles and quizes out there if you're looking to find out more about different player styles. While it is possible to cater a campaign to a specific playstyle, most parties will have a variety of player styles, so I'll leave that discussion for a future article, and in this one I will focus on the latter.
It's important to note, however, that these are guidelines, not hard and fast rules. It may be the case that your table full of newbies doesn't want any training wheels and maybe it's okay to build them a campaign that you wouldn't normally run for beginners if they're will to put in the work to really engage, learn what they can do and get creative.
New Players
When building a campaign for players new to a system, or new to TTRPGs in general, it's important to keep their inexperience in mind. It can be extremely easy, as someone with more experience too see a conclusion as easy to jump to, while those new to the game may not even see it as an option. This might come in the form of using a spell in a creative way, remembering that NPCs can, and will, lie or knowing to check for traps. (note: make sure that the first traps encounted by newer players don't have too harsh consequences, so they have the opportunity to learn)
Additionally, when building out a puzzle or encounter for more experienced players, as will be discussed below, it can be a good and fun strategy to not build in a specific solution, but instead just create an internally consistent scenario, and just allow the players to get creative. When doing this with a less experienced group, however, they will often look for a specific solution. In most other circumstances in life, when trying to solve a puzzle someone has made, there is one. While you should definitely allow, and even encourage your players to come to these more creative solutions, ensuring there is a simple and direct solution to a situation can really help.
Vets
When designing a campaign for veteran TTRPG players, you are provided with a great opportunity to lean hard into more open or involved types of campaigns, such as true sandboxes or heavily narrative driven campaigns. If you're designing this campaign for a specific group of players, definitely get them involved early on, as players with a lot of experience tend to know what kind of game they enjoy, and can really help inform the campaign you're going to produce.
In contrast to campaigns built for newer players, a good strategy when writing a campaign for veterans is to focus less on how the players will get from point A to point B, and instead just focus on building out a situation which opperates in a logically consistent manner, and allowing the players to direct the approach to solving their problems. This doesn't mean that the ability for players to complete challenges should be totally diregarded, but rather that instead of designing a problem around a specific solution to getting past the guards. Instead come up with a shift schedule, patrols and defences of the building, then let the players figure out whether they want to kill the guards, sneak past them or simply fly right over the walls.
Somewhere In Between
Most players sit somewhere in between the extremes of brand new and seasoned vets. Above this I've layed out possible approaches in the extreme cases, but for most audiences you're likely going to have to opperate somewhere in between. For example, creating a puzzle that does have a solution which you can lead them towards if they're stuggling, but is most likely that they're find a more clever way around it. Provide a straigt forward solution, but give them some hints that taking an alternate route may provide them with greater benefit.
If you're not building the campaign for a specific group of players, using the intended character's levels (if the system you're building for has them) as a proxy for experience can be a good strategy. For example, if you're building a campaign for Dungeons & Dragons 5th Edition, an adventure for players levels one to five is likely best directed towards a more beginner audience, while a levels 14 to 20 campaign can probably assume more experience audience.
Types of Campaign
There are a number of different ways to run a campaign. Below I'll go through some of the most popular formats, discussing the pros and cons of each.
Sandbox
A sandbox campaign is the least structured of the options I am going to be discussing. It generally involves placing the party into a world and just letting them explore. You can provide them with plot hooks as they go, and they can choose to engage with and pursue the ones which they like. A campaign like this is great for focusing on the party's reputation are heroic adventurers, as it doesn't necessitate a core plotline and instead the party can take the quests which raise their status, serve their causes or simply profit them the most. The quests they take can range from clearing a local farm of pests to taking down a warlord who has been terrorizing the area.
This kind of campaign can be difficult to run for newer players, as it can easily lead to choice paralysis, with infinitely many options available to them. If you want to run this style of campaign for newer players, it can be extremely helpful to make the plot hooks you are serving up quite obvious. Whether it be listing them on a jobs board, having someone run up to them asking for help, or even just telling them. For more experienced players, however, it can be fun to instead sprinkle hints of interesting ongoings into the conversations they have with NPCs, and let them decide what they want to ask questions about and follow up on.
Honourable Mention: West Marches
Initially conceived and popularized by Ben Robbins, in blog post discussing a game he had run a few year prior, a West Marches campaign is a very particular style of sandbox campaign. It has three core tenants, as quoted from his original blog post.
- There was no regular time: every session was scheduled by the players on the fly.
- There was no regular party: each game had different players drawn from a pool of around 10-14 people.
- There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no mysterious old man sending them on quests. No overarching plot, just an overarching environment.
These campaigns essentially serve as a start alternative to the regularly schedules games with a fixed party that most people think of then they think of things like Dungeons & Dragons. Instead, they allow for what is essentially an anthology campaign. Each session is a contained adventure, but with character with continue to exist int he world and will show up again on future adventures. A common strategy for facilitating this is to have the party, at the end of each session return to some centralied location. For example, all of the adventurers could live in the same village, work for the same adventurer's guild, or be a crew of the same ship. This allows for any player to join in on any session, without the need to invent a convoluted explaination for how they're showing up in the middle of an ongoing adventure.
Railroad
A railroad campaign is not one that's generally looked upon in a good light by most players. It is, in essence, and campaign where the game master forces the party to stay on the railes of a pre-defined narrative. Now, while this isn't the type of game that most players generally like to play, that doesn't mean there isn't an audience for it. Sometimes it can be nice to just turn off your brain, smash some goblin skulls and not have to worry about what comes next. If you do decide you want to run this type of campaign, I strongly urge you to discuss it beforehand with your players. (if you're not writing for a specific group, I'd highly recommend avoiding this type of campaign altogether) Having a bit more freedom than you expected can be a pleasant surprise, but trying to do something interesting or creative and getting shutdown unexpectedly is never a fun experience.
To make a railroad campaign into a good experience, it may require some contrivances. For example, having the party wake up in a dungeon, kidnapped by a mad wizard who wants to test them in a series of trials, or a contained murder mystery where they are trapped with the killer. Making a campaign that, aesthetically, has many different options, but then barring all but one of those can be extremely demotivating.
Bumpers
This style of campaign is probably the most common. It share some similarities to railroad campaigns, in that there is generally a main plot decided upon ahead of times–at least to some degree–but there are far more allowances made for the player's creativity. Instead of simply disallowing a certain option, the campaign will instead adapt such that they can still find their way to the next plotpoint. For example, if you planned for the party to take the right at a fork in the crossroads, a railroad campaign might either have them searching endlessly down the left path, until they eventually return to the crossroads and go right, or it might just never even give the party a choice. Instead, in a bumbers campaign, the rumour they were supposed to hear from a merchant down the right path, they instead hear from the barkeep down the left. For maybe the merchance is visiting the other town they end up in to trade for some supplies, and they run into them there instead.
To be clear, though, this doesn't mean that you should just make the player's decisions meaningless. Going down the left vs. right path should still matter. If you have them reach the same village regardless which path they take, you're still eliminating player agency, and essnetially just railroading in disguise. So, even if they meet the same merchant in either down, give each town different shops with different goods for sale. Maybe along one path, before they even get to town they have an opportunity to pick up a magic item, and down the other they would have run into a pack of wolves which they'd have to fight.
Dungeon Crawl
The classic dungeon crawl is definitely the oldest of these campaign types. The earliest editions of Dungeons & Dragons, originally known as Chainmail, was an evolution of wargaming. It started with a fairly simple premise for its adventures. There was typically a small town, where characters could rest, buy supplies and recruit help. When the party was ready, they could venture off into the dungeon outside of town. A dungeon would generally consist of a series of rooms, often split across multiple levels. As the party progresses through the rooms, defeating monsters and solving puzzles, loot in a variety of forms, including gold, or some other currency. When the party feels that they are running out of resources, they can leave the dungeon and return to the village on the surface. There they can rest, purchase supplies and recruit help. The party are then once again free to return to the dungeon, and repeat this process until they have cleared the dungeon.
Now, dungeons crawls can come in more forms, but the general concept remains the same. Instead of returning to a village, safe places to rest might be found throughout the dungeon. Instead of collecting gold to buy suppies, the party might just find new weapons, armor and magic items directly. There is also often additional context or narative associated with these dungeons than there used to be.
Narrative Driven
The final type of campaign I am going to discuss as be especially popularised in recent years by actual play shows such as Critical Role and Dimension 20. These campaigns might waive some of the formalities of a TTRPG system in favour of serving the plot. The "Rule of Cool" becomes far more relevant and intrigue outweighs resource management. That's not to say that running a narrative campaign means that you should just ignore all the rules and nobody needs to actually manage thier character, however. Especially if you're not running a narrative campaign for an audience, it's important to remember that the shows which have popularized this style of play are not home games. While I'm sure those playing are having fun, they're also working to ensure you have a good time watching, and sometimes that means ignoring some parts of the game which aren't fun to watch, or even editing them out.
If you're are looking to run a narrative driven game, or write a narrative driven module, it's important to keep the characters in mind. This can be tricky for a pre-written module, so if you're going that route, I'd strongly suggest providing character background options or suggestions of traits, connections to NPCs, etc, to really engrain the characters in the story. If you're building this campaign for a known audience, make sure you're working with the players to build their characters, so you can ensure that they are an integral part of the narrative. Connect them to key NPCs and give them stakes to ensure they have a reason to follow the plot, without having to railroad them.
Leaving Space for the Players
I've touched on this a few times already, but it's important not to force players into a specific direction. It can be really easy to do this by accident, if you're prepping too many session in advance, or simply making too many assumptions about what the players are going to do. TTRPGs are a place where everyone at the table is working together to tell a story. Make sure that the players are just as involved as they want to be in that goal.
Fun ways to do this prior to a campaign even starting is having the players design small parts of the world themselves. Having them come up with the town or city they grew up in, make some NPCs in the form of family, friends, mentors. During a session you can hand the creative reigns over to a player to describe their actions in more detail, ask the players how their characters feel about the things happening in the world and ask what their characters want to achieve.
While the game master serves as the referee, and an actor for all the moving parts of the world, they're not the only storyteller at the table. That being said, not everyone want to have a vocal role in this process, so it's also important to respect that, and not force players into situations they're not comfortable with. Offer up these opportunities, but don't get upset if not everyone takes them. (this is also a moment where I'll remind everyone to just communicate, if you're ever unsure what someone else at the table is or isn't comfortable with, or what they do or do not want out of the experience, just ask them)
Internal Consistency Makes for Easy Improv
No matter how well you prepare, eventually you're going to run into a situation you weren't prepared for. Improvising in these situations is a skill that takes time to develop. One thing you can do to make this easier on yourself, however, it to build a world, situations and encounters that make sense. Have NPCs make reasonable decisions, given their circumstances and knowledge. Don't build a deathstar with an unguarded exhaust port straight into the engine. Don't baby your players.
If you have a world that makes sense, then improvising is a simple of asking yourself what would reasonably happen in this situation. You still might need to be creative in how you describe things playing out, but if you've done a good job in designing the world, the plot and you've prepared for the session, more often than not the answer of what happens next should be obvious. As with the skill of imporovising, however, doing the upfront work to make that improvisation easier isn't always easy either, so if you've manage to lead youself into a corner, there's no shame in calling the session, or just taking a bathroom break while you take some time to figure out how to handle things, then take that lesson with you into your future decision making.
Coming to a Conclusion
As I come to the end of this article, I want to also touch on how we bring out campaigns to an end. Some campaigns will have a clearly defined end. It could be defeating the evil wizard trying to take over the world, or it could be succeeding in the daring heist and getting away with all the gold. Others, like sandbox campaigns, might be less clear, and might just require a concensus from the table. Regardless of how you've found yourself at the end of your campaign, there are a few things you can do to ensure that the end of the campaign is satisfying.
First, make sure you are providing opportunities to tie up loose ends from earlier on in the campaign, which weren't able to be revisited. It can be helpful to keep good notes throughout the campaign, or if you don't have them, don't be afraid to ask our players for the notes they may have taken. You won't always be able to tie up everything into a neat little bow, but giving the party and opportunity to go back and quickly finish up a minor plot thread from earlier in the campaign can prevent regrets that the party might otherise have about their decisions. Additionally, spending some real time going through en epilogue can be a very fulfilling experience. Give the players some time to collect their though, then ask each of them what their character does with themselves after they've completed their adventure. This can happen at the end of the final session, or it can be a session on its own.
Regardless the type of campaign you decide to build, how you run it, or howit ends, there are a lot of moving parts you'll have to be taking care of, and you'll