Campaign Creation:

As the GM, you are responsible for creating the world the players' characters live in, the people they interact with, and the events that present challenges to your adventurers.  At first it seems like a monumental task, but don't give up hope.  Once you get rolling and have a good idea of what you want for a campaign, it all sort of falls into place.  What follows is a list of questions for you to answer about the campaign you want to run that will help get the framework set up.  Once you have the framework, the details come easily.

Inspiration:  Where it all begins...

    The first thing you really need to build a campaign is an idea.  Something that everything else sort of "grows out of."  It can be anything, really.  Movies, comic books, and novels all make good sources, and have the added advantage of providing you with a lot of background already in place.  Even these aren't the limits of what can inspire you to run a game.  In all honesty, my own Champions campaign started out with an idea for a single character, which was originally to be the main villainess of the world.  As we started playing, though, it turned out that the character is not the villain, and is in fact a patron of the hero party.  This brings up another point to remember:  none of the things you decide when you're setting up your campiagn are set in stone, and you can change them if the need or desire arises, even after play begins.  If you haven't already found your inspiration for your campaign, do that, then continue on.

Start with the basics:

    When you're starting a new campaign, I've found that it helps to think big at first, and work your way down to the smaller stuff.  So without further ado, let's move on to the questions that you will want to answer.  I've included some suggestions after each question, but don't limit yourself to just those choices.  It's your campaign, make it fit your own ideas.

The Player Characters (PCs):

    How do the PCs fit into the world?  Following is a set of questions to lay out the group's relationship with the world around them.  A quick side note, I've found that it's easiest to start the campaign with the characters already in a group and working together, however it's not uncommon for the first adventure in a campaign to detail how the group gets together, often presented as a "flashback."

The Setting:

    We've already given some thought to the setting in the first questions.  Now it's time to flesh it out a little bit more.  Some of the following questions may not be applicable to your particular campaign.  If something doesn't seem to fit, just skip over it.

The Antagonists:

    I say antagonists because sometimes the PCs are the 'bad guys' in the campaign.  Either way, these are the people working against the characters.  Again, we've established a little bit about these people previously, but it's time for more detail.  Note that you can decide all of the answers to the questions below and then spend the first few gaming sessions "making it happen" the way you plan out below.  This is another good way to start a campaign:

Technology:

    While it's been brought up a few times already, you're going to want to put some thought into what's really available to the characters.

The Gory Details:

       I stated before that setting up a campaign is often the hardest part of Game Mastering.  The list above is fairly detailed, and should give you a really good start.  If you've answered the questions above (or at least most of them), then you should have a pretty good idea of what your campaign is like, what the world is like, who's in the world, how they react to the PCs and why, etc..  From here, you will need to fill in the details about what's going on in the world, but with the basic framework in place, these details should be logical, and in many cases you will be able to make them up "on the fly."  Just be sure to make note of anything that you make up so you don't forget later.  Understand that no matter how much planning you do, you will almost assuredly have to make up things during your adventures... PCs are a crafty lot, and it's impossible to plan for every contingency.  That's why it's important to have a good understanding of your campaign world before you begin playing.
    Be sure to talk to your players if you already have a group assembled and get their opinions about what they would like to see.  Also, once the players have their characters and background generated, you will be able to take each character and detail out exactly how the character fits into the campaign.  Many times a PC will have a personal enemy aside from the main antagonist.  Be sure to work out any details regarding the characters' personal enemies or contacts.  The more you have worked out before you actually start playing, the better off you will be, and the more your players will enjoy the game.  One word of warning in conclusion, though:  Remember that the PCs are the main focus of the story.  Be careful not to put so much emphasis on your world and the NPCs that the players' characters start taking a back seat to everything else.  Good luck to you, and above all, enjoy your game... that's why we play, afterall.



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