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Story

Act 1: Setup

Exposition

=== Connect this story to the last story and place it in the campaign.

Dynamic Incident

=== Something happens to shock the leads out of safety.

— The threat will be faced with but cannot be defeated. Success will give a clue, but not defeat.

Turning Point

=== The leads realize why the threat could not be defeated.

— This is another opportunity to find a clue without the threat involved.

Act 2: Confrontation

Rising Action

=== The situation worsens as attempts to solve the threat fail or another twist is revealed.

— There is a realization that another clue is necessary.

Development

=== The leads develop in some way that prepares them for the climax.

— The keystone clue is received, or not.

Act 3: Resolution

Climax

=== The threat is finally faced and defeated.

— The clues are finally consumed and disposed of.

Falling Action

=== The consequences of success are understood and dealt with.

— The tag for the reward or punishment is given and the episode is reconnected with the campaign.

Campaign

Act 1: Departure

[0.25] The Ordinary World

=== The hero is seen in their everyday life.

[0.25] The Call to Adventure

=== The initiating incident of the story.

— Preview the final threat in some way. Take something important away.

[0.25] Refusal of the Call

=== The hero experiences some hesitation to answer the call.

— Perhaps have something innocuous be a McGuffin for later.

[0.25] Meeting with the Mentor and Receiving Supernatural Aid

=== The hero gains the supplies, knowledge, and confidence needed to commence the adventure.

— Give a significant tag from The Mentor who may reappear.

[1.00] Crossing the First Threshold to the Special World into the Belly of the Whale

=== The hero commits wholeheartedly to the adventure.

— Face the Threshold Guardian and receive a minor tag.

Act 2: Initiation

[3.00] The Road of Trials: Tests, Allies and Enemies

=== The hero explores the special world, faces trial, and makes friends and enemies.

— This stage could last a long time. Provide a few minor tags as rewards and maybe a McGuffin.

[1.50] Meeting with the Goddess and Approach to the Innermost Cave

=== The hero nears the center of the story and the special world

— Require a McGuffin to find the center and proceed.

[1.50] The Atonement and Ordeal

=== The hero faces the greatest challenge yet and experiences death and rebirth.

— All of the McGuffins come into play.

[0.50] The Ultimate Boon and Reward

=== The hero experiences the consequences of surviving death.

— Receive a major tag.

Act 3: Return

[1.50] The Road Back

=== The hero returns to the ordinary world or continues to an ultimate destination.

— Mirror the Road of Trials, but with greater strength. Provide a few minor tags as rewards.

[0.50] The Resurrection

=== The hero experiences a final moment of death and rebirth so they are pure when they reenter the ordinary world.

[0.50] Return with the Elixir

=== The hero returns with something to improve the ordinary world