I hate murder hobo TTRPG campaigns. That's where the characters wander around looking for things to kill and loot. That's it. It was fine in the early days when role-playing was still heavily influenced by war/miniature games, but we are so far past that.
A good game has a hook, an overarching plot that may not even be readily apparent at the beginning. Think of the first season of
Babylon 5, where events happened, there were adventures, but only one character even suspected that the Shadows were returning. There were, if I may steal the name of one of the best episodes of that season, signs and portents, but the full push of the Shadow War only really got started in Season 2.
I guess at this point I should remind people who may not remember these elements of the plot structure that are so useful in designing campaigns.
Every campaign needs a
push to get the characters moving along and a reason to keep going. In
Romancing the Stone the push is finding the legendary emerald. A push can be the heat of war, a natural disaster, or a charge from a patron or employer. The push is towards a goal: finding the emerald, stopping the war, or saving people from the disaster. The push is
forced movement to advance the plot. Most scenarios inside a campaign should have some element that pushes the plot forward.
Next, you have the
pull, which is usually some reward or pay-off that the characters are striving for. The dragon's horde, learning the truth behind the X-files after stopping the conspiracy. . . something the players and their characters want. Killing or otherwise disposing of the main villain can be a pull that grows on the players as they deal with the baddie over and over, never quite winning. The push and pull should be related in some way.
The
enigma is the main mystery to be unraveled by the characters throughout the campaign. Finding the Lost City, deciphering the code needed to save the world, learning why the colony ship was found abandoned; all are mysteries that can make a campaign's worth of adventures to solve. One of my favorite enigmas comes from the 70s kid show
Land of the Lost, where the questions of who built the land, how the pylons and gems worked, and how to escape were slowly answered over the show's run. (And I need to win the lottery to get a really good reboot done on Netflix or something. It was good science-fiction, damnit!) Answering pieces of the enigma are great rewards during an adventure.
Finally, the
MacGuffin. This is the thing, person, or place that is either the focus of a quest, important to resolving the campaign or simply drives the plot. The falcon statue from
The Maltese Falcon is perhaps the most famous of these; as it drives the entire movie and only shows up in the last ten minutes (naq vg gheaf bhg gb or snxr.) The One Ring was a MacGuffin, as were the Death Star plans. The MacGuffin is the essential thing in the campaign.
What makes me think of this is I'm still noodling with my
Pirate elves of the Caribbean concept and I was thinking about what to hang a game on. Why would these people be hacking their way through dinosaur and lizardman-infested jungles, fighting Aztec zombie armies, and trading cannon fire on the high seas with dwarf pirates in their smoke-belching ironclads?
Well, I was in the porcelain reading room, and I passed the time by reading one of our
Bathroom Readers when I found an article about the crystal skulls. Bingo! In this setting, the elves and dwarfs fled the Americas because the elf empire panicked when they realized they were losing their war with the dwarfs and summon something very, very big. The resulting magical storm destroyed both states and twisted the land. Now, the barrier has finally been broken, and these new old lands and being explored, looted, and fought over.
The crystal skulls, twelve is a good number, were either used in the magic ritual that destroyed everything or created by them, still exists, but have been scattered. John Dee, still alive at 146, has learned that the Ottoman Sultan has dispatched agents to find the skulls to finally crush the remaining Christina world!
He must be stopped, but to move openly would upset the delicate balance of power between the Islamic Caliphate in Iberia and North Africa and the Dual Crowns of England and France, no, he must turn to his agents, they hardy and resourceful men and elves who serve in. . .
Their Majesties' Sorcerous Service!
The push is obvious, find the skulls before the enemy does. The pull is the riches the agents can gain both in terms of gold and lost knowledge and power. The enigma is where the skulls have been flung to, and the MacGuffin of course is the skulls.
See how that works? With one idea and those four plot elements, I have the framework for a campaign. I could even cut it back to one skull, which might work better. But now I have a roadmap for adventure. Oh, there's one more thing. . . The
twist.
John Dee wants the skulls to make himself the ruler of all Europe as an immortal lich-king.
Or not. You never know, but planting clues is fun!