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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):

  1. Brainstorm campaign sparks → Write on index cards
  2. Refine chosen spark into one clear concept
  3. CAMPAIGN BOARD: Add spark to Concept stage

Day 3 (1 hour):

  1. 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):

  1. Create Starting Point:
    • Physical location for Session 1
    • Initial situation/problem
    • Party connection reason
    • Sketch first 3-4 session arc

Day 5 (1 hour):

  1. Write Campaign Pitch (1 page for players)

Day 6 (2 hours):

  1. Outline first adventure (your DM notes)

Day 7 (1 hour):

  1. Review and polish all documents
  2. Send Campaign Pitch to players
  3. 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):

  1. Create Starting Scenario (1-2 pages)
  2. Send to players (gives them a week to think)

Day 2-3 (3 hours):

  1. Write World Primer (2-3 pages)
  2. Create Character Guidelines (1 page)
  3. Write Table Expectations (1 page)

Day 4-5 (2 hours):

  1. Design Character Integration Forms
  2. Prepare Session Zero activities
  3. Create opening ritual/speech

Day 6-7 (2 hours):

  1. Compile Session Zero Packet
  2. Send packet to players (3 days before Session Zero)
  3. Prepare physical materials

WEEK 3: Campaign Genesis Phase 3 & 4

Session Zero Day (3-4 hours):

  1. Run opening ritual (15 min)
  2. Establish safety tools (15 min)
  3. Present world interactively (30 min)
  4. Break
  5. Create characters together (90 min)
  6. Build party connections (30 min)
  7. 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):

  1. Review Character Integration Forms
  2. Note player preferences and interests
  3. Catalog NPCs/locations players created
  4. Choose first module from ideas
  5. 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)

  1. Define core conflict/challenge
  2. Establish stakes (success/failure outcomes)
  3. Create hook (why act now?)
  4. MODULE BOARD: Complete, stay in Planning

Phase 2: Structure Design (2-3 hours)

  1. 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)
  2. Plan session breakdowns
  3. Map critical path (must-have elements)
  4. MODULE BOARD: Move to Development

Phase 3: Population (3-4 hours)

  1. Create NPCs (Quest Giver, Antagonist, Informant, Wild Card)
  2. Develop locations (Hub, Challenge Sites, Info Sites)
  3. Design encounters (40% combat, 30% social, 20% exploration, 10% unique)
  4. Layer information (multiple paths to critical clues)
  5. MODULE BOARD: Move to Ready

Phase 4: Pressure Testing (1-2 hours)

  1. Run Three-Path Test (combat/stealth/social solutions?)
  2. Check failure states (what if players fail/ignore?)
  3. Verify everyone gets spotlight
  4. 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):

  1. SESSION BOARD: Move session to Prep Needed
  2. 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)
  3. SESSION BOARD: Move to In Prep

T-1 Day (Thursday, 30 min):

  1. Transform prep notes to One-Page Session Plan
  2. Print handouts and organize materials
  3. SESSION BOARD: Move to Ready

Game Day:

  1. Run session
  2. SESSION BOARD: Move to Complete immediately after

T+1 Morning (Sunday, 20 min):

  1. 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):

  1. Review what worked/didn’t work
  2. Note what next session needs
  3. Check Module progress
  4. 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