Open Concept Campaign Advice For a Newbie

By Master Fwiffo, in Game Masters

So, I'm starting a campaign soon. I'm actually taking the mantel of GM from our current group GM (mostly to give him a chance to play a PC, while giving me chance to first try my hand at GMing). Now, while my other groups have more or less directed story lines, I'm a bit more free-spirrited then that.

So, I came up with a concept that sounds fun as hell, but I'd like advice on whether or not this is workable - or if I'm getting in way over my head.

What I've done is taken a sector from the Star Wars Essential Atlas (Kashyyk and it's neighbors if you must know), and labeled all the planets based on their brief descriptions. My idea is tat the PC's can travel to any planet within this sector (ways out are blocked by convenient Imperial Blockades), and at the planet, I will give them an adventure based on the generic traits of that planet (with a few exceptions for important worlds, which will have dedicated adventures).

For example, if they visit an Agri-World, I'd choose an adventure from pool A, changing species and names to fit the locale, while if they visit an Industrial World, I'd choose one from pool B, while Kashyyk would have a dedicated adventure, and so on.

On top of that, many of these adventures would advance one of several story lines, and I have a pool of reoccurring villains I can have show up. I'm also thinking of creating a Generic Spaceport map, laminating it, and bringing a marker so I can relabel the map at will.

Here's where I think the weakness of my strategy lies. I don't have the skill (or prep time) to map out each of these 30 odd adventures fully before we begin. So, I kind of plan to wing it. I have an adventure hook, a goal, and an outcome for each adventure, but everything else that happens I hope to create on the fly. (For example, I might have them steal an artifact, but to do that, I'd first have them break into a facility, deal with stormtroopers, maybe have a bounty hunter show up, then throw a timed lock door that I'll have waves of enemies show up while they unlock - and all this I'd do on the fly).

Now, my question is, am I getting in over my head by relying a lot on improvisation? I know from experience that our current GM has had to improv a lot (because we're unpredictable morons), and I think I should be able to do this kind of improv (especially since I'll have dedicated villain pools ready - for example, I plan to have every Imperial stat I need on one sheet, while every Hutt Associated Underling on another), but will it be fun for the players?

What do you guys think? Have you ever tried anything like this? And how well did it work?

One other note - I'm REALLY looking forward to the sourcebook with the modular encounters (Correllian, was it?) because that will REALLY help with my campaign.

Edited by Master Fwiffo

So, I'm starting a campaign soon. I'm actually taking the mantel of GM from our current group GM (mostly to give him a chance to play a PC, while giving me chance to first try my hand at GMing). Now, while my other groups have more or less directed story lines, I'm a bit more free-spirrited then that.

So, I came up with a concept that sounds fun as hell, but I'd like advice on whether or not this is workable - or if I'm getting in way over my head.

What I've done is taken a sector from the Star Wars Essential Atlas (Kashyyk and it's neighbors if you must know), and labeled all the planets based on their brief descriptions. My idea is tat the PC's can travel to any planet within this sector (ways out are blocked by convenient Imperial Blockades), and at the planet, I will give them an adventure based on the generic traits of that planet (with a few exceptions for important worlds, which will have dedicated adventures).

For example, if they visit an Agri-World, I'd choose an adventure from pool A, changing species and names to fit the locale, while if they visit an Industrial World, I'd choose one from pool B, while Kashyyk would have a dedicated adventure, and so on.

On top of that, many of these adventures would advance one of several story lines, and I have a pool of reoccurring villains I can have show up. I'm also thinking of creating a Generic Spaceport map, laminating it, and bringing a marker so I can relabel the map at will.

Here's where I think the weakness of my strategy lies. I don't have the skill (or prep time) to map out each of these 30 odd adventures fully before we begin. So, I kind of plan to wing it. I have an adventure hook, a goal, and an outcome for each adventure, but everything else that happens I hope to create on the fly. (For example, I might have them steal an artifact, but to do that, I'd first have them break into a facility, deal with stormtroopers, maybe have a bounty hunter show up, then throw a timed lock door that I'll have waves of enemies show up while they unlock - and all this I'd do on the fly).

Now, my question is, am I getting in over my head by relying a lot on improvisation? I know from experience that our current GM has had to improv a lot (because we're unpredictable morons), and I think I should be able to do this kind of improv (especially since I'll have dedicated villain pools ready - for example, I plan to have every Imperial stat I need on one sheet, while every Hutt Associated Underling on another), but will it be fun for the players?

What do you guys think? Have you ever tried anything like this? And how well did it work?

One other note - I'm REALLY looking forward to the sourcebook with the modular encounters (Correllian, was it?) because that will REALLY help with my campaign.

Sounds good to me! At least, if you can handle it.

This is what you call 'sandbox,' and can be very fun for players, but hard on GMs. It's a good idea to keep them cooped up, but you should also make sure you're prepared for them to ditch missions randomly and return when convenient.

Now, being a first time GM, you should be warned that you'll need some negotiation skills to keep a group on track when giving the group so much freedom. You are allowing them to go around freely into a confined area, meaning they will feel like they can do whatever. It will be a good idea to kindly ask them to stick to any adventure they start, and to take them up when given the chance. Make sure they know you're a GM in training, and you'll need some help in your endeavors. My first games were dirt in terms of story and reason, and your's might be too. What's important, however, is that my early games were some of the best times my group's had (when ignoring the poor choices), and so will yours likely be. If the game descends to chaos, don't get discouraged. Instead, throw a log on the fire and make it truly hilarious.

Then you'll eventually have great stories about how one of the players got his foot caught in the rope, so another player tried to cut the rope but hit the foot, and they had to steal a hobo's wooden foot. Those memories are priceless.

I do not think you are getting in over your head, but you could be setting yourself up for sessions that either go very well or stumble when things don't make sense or when the pace slows down because you are trying to think of what to do next.

Here would be my suggestions for a new GM. Find another person, or active forum, to use as a sounding board for fleshing out your adventures. It always helps to have another set of eyes to give you details and ideas you might not have thought of.

Improv can work, but it helps to have already thought about all the possible scenarios. The paths don't have to be fully fleshed out. Just a bullet or two to describe the scenario and the new outcome. If party does A, they will run into badguy A. If party does B, they will need to do a skill check for B. Think about the possibilities for using Threats and Dispair to move the party in certain directions.

As the previous poster stated, you will need the party to give you an idea of what they plan to do next and stick to their plan within reason. The time and creativity needed to plan a session is best used when there is some focus. You could end up wasting a lot of energy planning out things that are never used. Having an idea of what interests the party and using that will make it more fun for the players and easier for you.

Something I've done in the past (way back in 2nd Ed AD&D) that made a 'sandbox' type game run more smoothly, is to keep an in-game calendar, and decide when certain events are going to happen in advance. If the players take a mission to rescue some minor noble's daughter from pirates, and dilly-dally too long, they lose the chance, because either the pirates have carved her up, or the noble has given in and paid the ransom. (Either way, he'll be a bit upset at the party for not taking the situation seriously. Oh, look, Obligation.)

PC's actions can (and likely will) alter that calendar in various ways, either stopping events from happening, delaying them, or causing them to be advanced unexpectedly, but you should have a reference for *when* those things will happen. Just because the PCs are the center of their own particular stories, doesn't mean the rest of the universe waits patiently for them to do something.

I LOVE the Calendar idea. That should help with a few things!

Thanks for all your tips and advice everyone!