Tuesday, February 7, 2023

Designing an Epic Campaign for TARPG - Part 2: Acts



Last week, we used the power of Maths to determine that an epic 1st-10th level campaign for the Crown of Command should include 65 encounters, and about 100 hours of play.

This week, the Thaumaturgical Workshop will drill deeper into those numbers. We're scientific beings, we Thaumaturgerers, let no-one tell you otherwise.

The Talisman Adventures Core Rulebook has some helpful advice for GMs on Writing Adventures (p.147). It recommends a classic Three Act structure for adventures - something largely followed and demonstrated in the printed scenarios for the game.

Let's consider an over-arching Three Act to apply to the whole campaign. We're going to be drawing a lot of quick inspiration from the boardgame throughout this design process - so we'll have each of the Three Acts of the campaign focused on the Three Regions of the Realm. Act One will take place in the Outer, Act Two in the Middle, and Act Three in the Inner Region.

Levelling-up slows down as a hero gets more powerful. From last week's sums, we saw 28 hours of play bringing a character to 6th Level, 55 to 8th, and 94 to 10th.
 

Thus, Act One covers level 1 to 6, Act Two covers 6 to 8, Act Three covers 8 to 10. Players are going to want to actually get a chance to play their 10th level heroes - 6 hours-worth of Finale will bring us to a neat 100 hypothetical hours of play.

The structure of the Campaign for the Crown is beginning to suggest itself:

Act I: The heroes learn of the loss/theft of the Crown, and the possibility that if they can acquire a Talisman and dare face all manner of perils, they might retrieve it (for themselves or for the old King?). They will travel the Outer Realm having a bunch of varied adventures - meeting up with possible patrons (a representative of the old King - perhaps the Prince or Princess; a Mystic visionary; a High Priest; one of the Fae Lords), follow a couple wild goose chases, end up getting a lead on the certain location of a Talisman (in the Middle Region).

Act II: The heroes quest for a Talisman in the Middle Region. They are now directly involved in the conflict between different factions that want to take control of the Crown. They may visit the old King's castle, which is likely under some kind of bramble-entwined enchantment. They may acquire a Talisman by completing a quest at the Warlock's Cave.

Act III: The heroes, now themselves mighty and legendary, venture into the Inner Region itself. They have to face the perils of the Mines or the Crypt; they meet Death, and face other epic Strangers and Foes. Arriving at the Crown itself will lead to an epic finale - (possibly Player vs Player?), which varies depending on the Patrons/Factions/Paths the heroes have taken (or on the entirely random roll of a die).

Next week here at the Thaumaturgical Workshop, we will break down each Act of the Campaign, and look for Adventure in the resulting smoke and shards. Bring a hammer.

Image: cartography clockwork map steam powered robots cogs and pulleys electic sparks renaissance (Open AI)

 ***LATE NEWS!***

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