For
some time I have been putting together a laundry list post of “best
practices” for running long campaigns online. (The current weekly
Google Plus game is rolling into its fourth year—about half the
life of the whole Hill Cantons campaign.)
One of the biggest
hurdles of running games online is social cohesion. There is just
something about the lack of direct human contact that ratchets up the
flake factor beyond the usual range of adult scheduling issues:
players drop out of games within minutes of kickoff; gamemasters
cancel sessions with wild abandon, campaigns fizzle after a single
game; the video hangout freezes/drops/freaks the fuck out etc.
One coping
mechanism is that you have to be a lot more conscious and deliberate
about engaging players between sessions. Creating a campaign
rhythm and rapport because vital. At the low end of the effort poll
is creating a community page or other discussion and information hub,
but I have found that it helps for a gamemaster to be proactive and
create certain regular entry points for the players to be able to
plug into and feel the dynamism of a campaign.
Beyond the weekly
“take,” a combined After Action Report and loot/exp haul, I have
churned out with on again/off again regularity a weekly news report
as a “campaign cohesion linchpin.” Mirroring the exact style of
50-word news briefs I had to churn out each and every day for a while
as a news editor, the reports invariably feature 3-4 points (that
rarely go over three sentences) and an image. You can see examples
here and here.
My campaign news briefs come in at least several recognizable
stripes (often combining two or more):
Obvious
Adventure Hook. The incredibly not-subtle, bang-you-over-the-head
“here be adventure” hook. Usually involving a discernible
mission, macguffin and/or defined bounty. This is always either an
announcement that I have designed a new area or to a tease a site
they may have missed in their sandbox explorations (hate wasting
material).
Example: For
five long centuries the sleepy Kezmaroki-ruled island of Ptuj has
tolerated with a resigned shrug its sister isle, Tolmin,
lost to the Weird. Last year alas Smok,
a youngish offspring of the great wyrm Zirnitra herself,
descended on great wings onto the House
of the Axe, a shunned
temple of the cthonic goddess called the Mistress of the Mountains.
Terrified Ptujians, whose rural residents have become the favored
snack of the great beast, are offering a substantive bounty for the
slaying of the dragon: gender-appropriate nubile concubines, a small
mountain of the island's vintage corn liquor, a local latifundia
estate, and 10,000 suns of cold hard cash.
The Subtle Hook. Perhaps
only subtle relative to the above is a mixed item (from the list
below) that may contain a line signifying that an actionable
adventure or geographic place may be interesting enough to warrant
in-session exploration. The actual site or mission will often be
obscured.
Example:
Vatek son of Vatek, is claiming to have unearthed
a 500-stone beet from his tenant farmer's field in
the hamlet of Ctyri Ctvrt. Most strange of all is the twisted
face-like blemish near the giant beet's crown. A local shepherd
claims to have heard a booming voice emanate from the storage hut
where it is currently housed two nights ago.
Oblique Background. The
Hill Cantons has developed firmly in the bottom-up worldbuilding
camp, accreting levels of detail as the campaign rolls on (really
starting just as a wilderness map of a very small bounded area). I
have a strong preference for presenting small interesting little
bites than dumping large reams of setting info.
Example: The Blood
Rains have swept into Kezmarok leaving syrupy, sticky
puddles and residues throughout the city. The Patriarch has declared
the ritual sympathetic mourning period to commiserate with our most
holy Sun Lord as he suffers his silver-chained beating from
his spurned former wife, the Celestial Lady. On pain of a
hefty fine, all residents of the city must wear the customary mustard
yellow through this period.
The Big Ticket Event. Most
all long campaigns start to generate dramatic large-scale events; the
bloody wars and earth-shattering cataclysms that make our world so
lovable. Some of these truly huge events sculpt the world the players
have to negotiate, others are significant and dramatic but may be
actionable of the party (the latter here).
Example: Two weeks of
inexplicable, furious flurry of activity in the Turko-Fey siege
camps have been followed by an even more ominous development--a
fusillade of shelling by the dreaded dragonne-cannons. While bonders
have braced pikes-awaiting for the usual half-hearted sortie
following the bombardment, the guns seem to have not abated in their
fury. In the first time in the five centuries of the Kezmarok
siege the outer of the three massive wall seems dangerously close
to a breach.
The Whimsy. Quite
often the last news item is an example of “I write whatever the
fuck I want.” These on self-indulgent ocassion run over long from
my usual “keep it quick” format. Shockingly also often these tend
to morph into Subtle Adventure Hooks.
Example: Of the many
family-dominated usury guilds to escape the collapse of last decade,
the Frazas were among the most infamous in deftly
transferring their massive debts back to the public treasuries of the
cantonal councils. But long before this, they had accrued notoriety
far and wide for another feat: the weaving of the Tapestry of
Xvikz. A full two centuries ago, then Frazas family head,
Franzoht Fair-Breeched, called on his dark powers to summon and bind
the Xvikz, a demon from the darkest, deepest hell of high finance.
A great lover of petty humiliation Franzoht tormented the creature by refusing to put the dreaded demon's powers to appropriate use instead compelling him to weave a great commemorative tapestry from the velvety firmament of the domed heavens. That the required scene was both cloying and derivative only added to the sulk of the demon who plodded away needle point in hand. Years stretched into decades as the demon passively-aggressively refused to finish in a timely manner—and each successive generation of bull-headed Frazas refusing to release the demon in turn led to impasse.
Inexplicably fourteen years ago, Xvikz declared his last stitch sewn. Though the resulting tapestry was horrifically underwhelming, its unveiling was heralded as a major cultural achievement in Overkingdom aesthete circles and became a much-sought fixture of upper crust soirees in the borderlands.
A great lover of petty humiliation Franzoht tormented the creature by refusing to put the dreaded demon's powers to appropriate use instead compelling him to weave a great commemorative tapestry from the velvety firmament of the domed heavens. That the required scene was both cloying and derivative only added to the sulk of the demon who plodded away needle point in hand. Years stretched into decades as the demon passively-aggressively refused to finish in a timely manner—and each successive generation of bull-headed Frazas refusing to release the demon in turn led to impasse.
Inexplicably fourteen years ago, Xvikz declared his last stitch sewn. Though the resulting tapestry was horrifically underwhelming, its unveiling was heralded as a major cultural achievement in Overkingdom aesthete circles and became a much-sought fixture of upper crust soirees in the borderlands.
---
Well
that's it for today folks. Tomorrow if I have time/energy I may lay
out some tips and tricks for both writing these suckers and
generating the kinds of campaign events that motivate them.
That's one of the things that has always been great about the Hill Cantons g+ game: the interaction between the GM and the players.
ReplyDeleteIt's a hard thing to accomplish---building that sort player buy in. It's much harder even that just merely getting people to go back session after session.
You probably don't know, but I'm actually from Tolmin ...
ReplyDelete