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The questions in the sheet aren't bad, but I needed to make an overview to help me. Here it is in case its useful to anyone else.


A technique for generating a campaign, focusing on efficiency. It utilises the "classic" approach of a an antagonist upsetting the status quo, with PCs cast as defenders of order.

Steps:

1) Define the Antagonist. Determine i) objective and ii) what they fear will happen if they fail => long-term motivation to upset the status quo

2) Create Regional Map. Define ~6 settlements (villages, cities etc) and ~6 adventure sites ( dungeons, ruins)

3) Flesh out Settlements.  Note i) trade or commodity and ii) unusual belief, custom or ideology

4) Flesh out Adventure Sites. Define i) description and ii) original purpose

5) Identify McGuffins. Determine specific people, places, artifacts, or info needed for Antagonist’s goal. Scatter across the ~12 locations.

6) Define McGuffin Tangential Abilities. Determine value or use unrelated to the Antagonist’s purpose => creates "rumour farm" and drives side plots.

7) Interconnect Locations. Create 2 narrative connections per location to other locations => defines factions (goals and fears) and encourages non-linear exploration ("pinball around the map").

8) Establish Starting Point. Drop PCs at your 2nd favorite adventure site.

9) Foreshadow Antagonist. In Session 1, insert a distinct clue regarding Antagonist’s goal, ideally unrelated to the session plot.