Campaign Template
1. Campaign Overview
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Campaign Title:
Name your campaign to reflect its themes or central story arc. -
Campaign System:
(e.g., Dungeons & Dragons, Pathfinder, etc.) -
World and Setting:
Describe the world where the campaign takes place. Include the tone, theme, major regions, and notable features. -
Themes and Tone:
What are the central themes (e.g., redemption, betrayal, survival)? What is the tone (e.g., grim, hopeful, epic)?
2. Story Structure
Story Arc
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Primary Conflict:
What is the central conflict or problem driving the campaign?
(Example: A cursed heirloom must be restored to save a dying village.) -
Secondary Arcs:
What additional storylines or subplots exist? These can involve key NPCs, player backstories, or side quests.
Story Spine
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Use this structure to outline your campaign's progression:
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Once upon a time, there was...
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Every day...
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Until one day...
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Because of that...
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Until finally...
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3. The Assemblage of Heroes
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Key Characters:
Who are the players' characters? What motivates them?
(Example: Ronan Stormheart, a paladin seeking redemption for his family's sins.) -
Backstories:
Tie each character's backstory to the campaign. Select or create archetypes like “The Restless Dreamer” or “Bound by a Promise.”
4. Important NPCs
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Key NPCs:
Who are the critical non-player characters, and what motivates them?
(Example: Greta Thornwillow, a weary village elder guiding the heroes.) -
Antagonists:
Who are the main antagonists, and what are their goals?
(Example: Lord Alaric, a noble seeking to exploit the heirloom’s power.)
5. Problems
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Global Problem:
What is the overarching problem affecting the world or setting?
(Example: A powerful artifact has been shattered, spreading a curse across the land.) -
Local Problems:
What smaller, act-specific problems exist?
(Example: The first shard of the heirloom lies in a forest guarded by hostile spirits.)
6. Catalyst for the Quest
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Triggering Event:
What event starts the adventure?
(Examples: A bandit attack, a vision from a restless spirit, or a plea from the village elder.)
7. Campaign Acts
Act 1: Introduction
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Level Range: (e.g., Levels 1–3)
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Sessions: (e.g., Sessions 1–3)
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Focus: Introduce the world, NPCs, and primary problem. Tie player backstories into the story arc.
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Key Encounters:
(Example: Encounter with bandits holding a shard of the heirloom.)
Act 2: Escalation
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Level Range: (e.g., Levels 4–6)
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Sessions: (e.g., Sessions 4–6)
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Focus: Deepen the stakes with secondary arcs and challenges. Introduce moral dilemmas or conflicting goals.
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Key Encounters:
(Example: Confronting the corrupt noble seeking to keep the curse active.)
Act 3: Resolution
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Level Range: (e.g., Levels 7–9)
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Sessions: (e.g., Sessions 7–9)
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Focus: Conclude the story arc, resolving global and local problems.
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Key Encounters:
(Example: Final battle against the spirit of the shattered artifact.)
8. Encounters
For each encounter, provide the following details:
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Name of Encounter:
(Example: Forest of Shadows) -
Type:
(Combat, Exploration, Roleplay, Puzzle, Dynamic) -
Purpose:
How does this encounter tie to the story? -
Challenge Level:
(Match the encounter to the party’s abilities.) -
Key Details:
Include enemies, NPCs, or environmental challenges. -
Player Choices:
What decisions might the players face, and how will those affect the story?
9. Resolutions
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Possible Outcomes:
What are the potential results of the campaign?
(Example: Success: The heirloom is restored, and the curse is lifted. Failure: The village succumbs to darkness.)
10. Rewards
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Physical Rewards:
(Example: The reforged heirloom.) -
Character Rewards:
(Example: Ronan’s Redemption Shield, tied to his backstory.) -
Narrative Rewards:
(Example: The players gain the trust of the village and its allies.)