Campaign Framework Cheat Sheet
Starting a New Campaign - Complete Algorithm
WEEK 1: Campaign Genesis Phase 1 - The Spark (5-8 hours total)
Day 1-2 (2 hours):
- Brainstorm campaign sparks → Write on index cards
- Refine chosen spark into one clear concept
- CAMPAIGN BOARD: Add spark to Concept stage
Day 3 (1 hour):
- Define your Big Three:
- Core Conflict (the fundamental tension)
- Unique Element (what makes this special)
- Player Role (how PCs fit in)
Day 4 (1 hour):
- Create Starting Point:
- Physical location for Session 1
- Initial situation/problem
- Party connection reason
- Sketch first 3-4 session arc
Day 5 (1 hour):
- Write Campaign Pitch (1 page for players)
Day 6 (2 hours):
- Outline first adventure (your DM notes)
Day 7 (1 hour):
- Review and polish all documents
- Send Campaign Pitch to players
- CAMPAIGN BOARD: Move to Session Zero stage when players show interest
WEEK 2: Campaign Genesis Phase 2 - Session Zero Prep (6-9 hours total)
Day 1 (2 hours):
- Create Starting Scenario (1-2 pages)
- Send to players (gives them a week to think)
Day 2-3 (3 hours):
- Write World Primer (2-3 pages)
- Create Character Guidelines (1 page)
- Write Table Expectations (1 page)
Day 4-5 (2 hours):
- Design Character Integration Forms
- Prepare Session Zero activities
- Create opening ritual/speech
Day 6-7 (2 hours):
- Compile Session Zero Packet
- Send packet to players (3 days before Session Zero)
- Prepare physical materials
WEEK 3: Campaign Genesis Phase 3 & 4
Session Zero Day (3-4 hours):
- Run opening ritual (15 min)
- Establish safety tools (15 min)
- Present world interactively (30 min)
- Break
- Create characters together (90 min)
- Build party connections (30 min)
- Preview first session (15 min)
CAMPAIGN BOARD: Move to Integration stage MODULE BOARD: NOW create first module ideas in Backlog
Post-Session Zero (2-3 hours across week):
- Review Character Integration Forms
- Note player preferences and interests
- Catalog NPCs/locations players created
- Choose first module from ideas
- MODULE BOARD: Move chosen module to Planning
WEEK 4: First Module Creation (8-12 hours for 2-session module)
Phase 1: Concept Development (2-3 hours)
- Define core conflict/challenge
- Establish stakes (success/failure outcomes)
- Create hook (why act now?)
- MODULE BOARD: Complete, stay in Planning
Phase 2: Structure Design (2-3 hours)
- Apply Five-Room structure (not literal rooms):
- Entrance/Guardian (tone setter)
- Puzzle/Roleplay (thought challenge)
- Setback/Twist (complication)
- Climax/Boss (major confrontation)
- Revelation/Reward (payoff + hooks)
- Plan session breakdowns
- Map critical path (must-have elements)
- MODULE BOARD: Move to Development
Phase 3: Population (3-4 hours)
- Create NPCs (Quest Giver, Antagonist, Informant, Wild Card)
- Develop locations (Hub, Challenge Sites, Info Sites)
- Design encounters (40% combat, 30% social, 20% exploration, 10% unique)
- Layer information (multiple paths to critical clues)
- MODULE BOARD: Move to Ready
Phase 4: Pressure Testing (1-2 hours)
- Run Three-Path Test (combat/stealth/social solutions?)
- Check failure states (what if players fail/ignore?)
- Verify everyone gets spotlight
- Add contingencies
SESSION BOARD: Add “Session 1” to Next Week CAMPAIGN BOARD: Move to Active when first session runs
Ongoing Campaign Rhythm
SESSION WORKFLOW
T-3 Days Before Session (Wednesday):
- SESSION BOARD: Move session to Prep Needed
- Execute 8-Step Prep Process (60-90 minutes):
- Review Characters (status, goals)
- Create Strong Start (immediate hook)
- Outline Potential Scenes (3-5 scenes)
- Define Secrets and Clues (multiple paths)
- Develop Fantastic Locations (memorable spaces)
- Outline Important NPCs (appearance, wants)
- Choose Relevant Monsters (appropriate challenges)
- Select Magic Item Rewards (treasure/story rewards)
- SESSION BOARD: Move to In Prep
T-1 Day (Thursday, 30 min):
- Transform prep notes to One-Page Session Plan
- Print handouts and organize materials
- SESSION BOARD: Move to Ready
Game Day:
- Run session
- SESSION BOARD: Move to Complete immediately after
T+1 Morning (Sunday, 20 min):
- Capture raw notes:
- What happened (player choices)
- Player reactions and theories
- Dangling threads
- What you forgot
- What surprised you
T+1 Evening (Monday, 30 min):
- Review what worked/didn’t work
- Note what next session needs
- Check Module progress
- MODULE BOARD: If 2 sessions left, add new module to Backlog
PARALLEL ACTIVITIES
During Campaign Genesis:
- Week 2: While creating Session Zero docs, start thinking about potential first modules (but don’t create yet)
During Module Creation:
- Phases can overlap slightly (start Population while finishing Structure)
- Pressure Testing reveals gaps → return to Population as needed
Weekly Rhythm:
- T+1 Morning: Capture session notes (20 min)
- T+1 Evening: Process notes + Module check (30 min total)
- T-3: Full session prep (60-90 min)
- Optional T-5: Player communication (15 min)
REVIEW CADENCES
After Every Session (T+1):
- Update Session Board
- Capture outcomes
- Quick Module progress check
Weekly (Usually T+1 evening):
- Check Module Board status
- Move new modules from Backlog to Planning if needed
- Update Module documentation with session outcomes
Monthly:
- Review Campaign Board (30 min)
- Check player arc progress
- Update Campaign Bible if needed
- Assess campaign health
Board Stage Progression Triggers
CAMPAIGN BOARD
- Concept → Session Zero: When players show interest
- Session Zero → Integration: After Session Zero completes
- Integration → Active: When first module launches
- Active → Concluding: When major arc resolves
MODULE BOARD
- Empty → Backlog: After Session Zero (based on PC interests)
- Backlog → Planning: When current module has 2 sessions left
- Planning → Development: When overview complete
- Development → Ready: When all components created
- Ready → Active: When first session runs
- Active → Completed: When objectives achieved
SESSION BOARD
- Next Week → Prep Needed: T-3 days before session
- Prep Needed → In Prep: When you begin 8-step process
- In Prep → Ready: When one-page plan complete
- Ready → Complete: Immediately after session ends
Critical Decision Points
“When do I create my first module?”
- AFTER Session Zero, not before
- Based on actual PCs and player interests
- Short (2 sessions) to test preferences
“When do I start the next module?”
- When current module has 2 sessions remaining
- Move from Backlog → Planning immediately
- Complete before current module ends
“What if players derail everything?”
- Capture what excited them (T+1)
- Add new module ideas to Backlog
- Natural selection: develop what they engage with