I have been DMing for a while, but I have recently come across a method of
worldbuilding that has transformed how I create campaigns. This method also
allows me to make shorter campaigns that have a end-point trajectory, rather
than one that is open ended, and helps me to create satisfying stories.
Additionally, this helps to reduce the amount of effort that needs to be
performed from session-to-session, by frontloading the most important parts of
the campaign preparation before the start of the game. In short, the process has
3 phases # Phase 1 You get the idea for the kind of world the adventure will
take place in. The general story themes and concepts you would like to play
around with as well. Write a 1 page treatment for what the world is like and
what the broad locations in the world appear to be. For example, in my most
recent campaign prep I made a treatment of what the factions in the world are,
the virtues of the different areas of the world, and a statement of what is
common historical knowledge versus what are secrets that are not commonly known.
I ended with a statement of what the themes are going to be for this world as
well. NOTE: You should not know what the plot of the actual game is, or what the
adventure will hing on at this stage. # Phase 2 Send out a small summary to your
players, and ask them what kinds of characters they want to play. Work with them
on their backstories to make sure they bookend with eachother for a matter of
convenience, and ask them to provide information about their families and what
aspirations and goals their characters have, or what kinds of stories they want
for their characters. This allows players to either lean into, or purposefully
away from the elements of your world. As long as they do one or the other, this
process has worked, as they can be part of the established culture of the world,
or part of the counter-culture. Either way, you have material and character
motivation to work with. The only way this does not work, is if they clearly did
not actually engage with the world in some fashion during their character
creation. If you notice that, try to gently encourage it with additional
requests for information from them. # Phase 3 Use all the information your
players gave you to worldbuild and plot out your campaign. Did you have a player
who wrote a lot? GREAT! The NPCs will become major plot NPCs, the events
depicted will become common knowledge, with some hidden truths that player
didn’t know. But before you know what your players want to do, you can’t know
what kind of plot will engage them. This is where the actual plot for your
campaign is written. This makes your players into collaborators for your story,
which will make them invested in the goings on. Additionally, if you know
exactly who their characters are and what they want, then you simply need to
place obstacles within the plot between them and their desires. This allows you
to be INCREDIBLY detailed and plan out plot beats ahead of time because you are
essentially building a railroad to exactly where the players want to go.
Railroading is bad because it usually doesn’t honor the choices of the players.
This is railroading, but it honors the players’ decisions. Finally, I should
credit where this idea came from, as this is the method that Brennan Lee
Mulligan of Dimension 20 fame has described in multiple instances. My latest
games have actually been the easiest to prep from session to session, because I
have done a lot of the hardest work prior to the start of the campaign. And as
for the game-to-game prep, I have to credit Slyfourish. His ‘Lazy DM Guide’
series also keeps my ‘procrastinating’ work down to a minimum as I focus on what
is the most important for the game sessions.
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The idea reminds me of onion plots that I think are very good for non-railroady-railroading.
In general it’s not really that railroad in itself is bad. Unless the table really agrees to play improvised sandboxes. You need to railroad to some extent to be able to prepare something. The problem is when it takes away player’s agency, the feel that the story depends on their choices, etc.
So have a railroad, but keep changing it from session, to session. And I think that’s also what Sly Flourish’s “Lazy GM” boils down to. Instead of planning an epic tale with all the possible side-ideas covered (which is not possible), keep brainstorming, adding new ideas, storing some ideas for later, etc. Have a plan that constantly changes