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Accessory - Dragon Magazine #111.pdf - Index of

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No campaign ever fails<br />

What to do if your game gets out <strong>of</strong> control<br />

by Joel E. Roosa<br />

Valandar, Lord <strong>of</strong> Eldor, General <strong>of</strong><br />

Generals, and 23rd-level fighter, pulled on<br />

his shimmering, golden plate mail +6. He<br />

buckled his girdle <strong>of</strong> titan strength about his<br />

waist and hefted his sword <strong>of</strong> disintegration<br />

+6. Then he surveyed himself in his mirror<br />

<strong>of</strong> healthful reflection and deemed himself<br />

fit to battle the dragon that had been ravaging<br />

the countryside.<br />

In another universe, Gelkin, a 4th-level<br />

fighter, put on his chain mail +3, unsheathed<br />

his longsword +1, and lifted his<br />

shield +2. He woefully thought <strong>of</strong> the few<br />

gold pieces remaining in his pouch and<br />

hoped to find an adventure that might pay<br />

enough to live on for a while.<br />

The preceding paragraphs give examples<br />

from hypothetical campaigns, one wellbalanced<br />

and one “Monty Haulish.” Which<br />

is which may not be obvious.<br />

Valandar was run for nine years <strong>of</strong> real<br />

time, gained two to three levels per year,<br />

and undertook extremely dangerous quests.<br />

He has an impressive array <strong>of</strong> equipment,<br />

but none <strong>of</strong> it has ever made any adventure<br />

a cake-walk.<br />

But Gelkin got all his equipment and<br />

levels during one adventure.<br />

To further illustrate, we visit Valandar<br />

and Gelkin a few hours later.<br />

Valandar, Lord <strong>of</strong> Eldor, limped into his<br />

chambers, his battered and bloody armor<br />

squeaking as he moved. In his right hand he<br />

held the useless stub <strong>of</strong> his former sword,<br />

which still steamed from the dragon’s blood.<br />

With a curse on the corrosive fluids in a<br />

dragon’s body, he cast the sword fragment<br />

away. Perhaps it could be made into an<br />

enchanted nail file for his wife.<br />

He gazed forlornly at his blackened waist,<br />

where his girdle <strong>of</strong> titan strength once hung.<br />

“ Under the armor, under the armor!” he<br />

shouted. “Wear magic belts under the<br />

armor!”<br />

He peered into his mirror <strong>of</strong> healthful<br />

reflection and immediately felt his wounds<br />

begin to heal. His armor wasn’t so lucky.<br />

Perhaps the master smiths could repair it —<br />

but perhaps not.<br />

Meanwhile, Gelkin, slayer <strong>of</strong> goblins,<br />

surveyed his handiwork. Three dead orcs<br />

and an open chest lay before him. He was<br />

now 5th level and had enough gold for<br />

months. Gelkin pulled his newfound sword<br />

from its scabbard and learned that it was a<br />

vorpal weapon +5 and also had the abilities<br />

<strong>of</strong> a staff <strong>of</strong> the magi. “Neat,” he said.<br />

Campaigns cannot be neatly categorized<br />

on the basis <strong>of</strong> a few examples from them.<br />

22 JULY 1986<br />

After getting the definition <strong>of</strong> some terms<br />

out <strong>of</strong> the way, this article will examine the<br />

problems that crop up in many campaigns<br />

and how to deal with them.<br />

A “campaign,” in the fantasy roleplaying<br />

sense, is a series <strong>of</strong> adventures with<br />

an overall connection. It usually involves<br />

either recurring groups <strong>of</strong> characters, settings<br />

in the same world (or related worlds),<br />

or both.<br />

A properly run campaign is usually called<br />

“balanced.” A poorly run campaign is<br />

called “unbalanced.” I prefer the terms<br />

“controlled” and “uncontrolled,” respectively.<br />

Often, when a campaign has become<br />

uncontrolled for a long period <strong>of</strong> time, it is<br />

called a failure.<br />

Individual adventures can indeed be<br />

failures, but as a whole, no campaign ever<br />

fails, and any campaign can be controlled.<br />

Recognizing uncontrolled campaigns<br />

Most articles about “failed” or “Monty<br />

Haul” campaigns warn about the dangers<br />

<strong>of</strong> overly powerful characters upsetting the<br />

“game balance.” Game balance is a relative<br />

term. Over-powerful characters from one<br />

game may be under-powered in another.<br />

Obviously, a campaign in which players<br />

use gods <strong>of</strong> the Egyptian pantheon as player<br />

characters is in a different class from one in<br />

which all player characters are halflings. If<br />

Ra were to enter the halfling campaign, the<br />

halfling players might consider him to be<br />

from an uncontrolled campaign, They<br />

might be right, but a given campaign must<br />

be judged separately from other campaigns.<br />

Game balance therefore depends on the<br />

internal workings <strong>of</strong> each individual campaign.<br />

To determine if a campaign is out <strong>of</strong><br />

control, evaluate the following:<br />

1. Have most <strong>of</strong> the characters achieved<br />

their levels fairly without undue “favors <strong>of</strong><br />

the gods,” and through real danger to the<br />

characters? “Fairly” can even mean starting<br />

all characters at 2nd level or higher, as<br />

long as all characters have the same chance<br />

(although I prefer that all characters start at<br />

1st level). “Favors <strong>of</strong> the gods” can include<br />

wishes that raise levels, decks <strong>of</strong> many<br />

things, and various magical tomes. Experience<br />

gained without risk is a gift. In one<br />

adventure, the DM granted my party full<br />

experience points for burning to death three<br />

defenseless treants. Gaining a level per<br />

adventure, or even per two to six adventures,<br />

is too fast.<br />

2. Has magical or technological equip-<br />

ment been mostly earned by real effort?<br />

Gaining a magical sword by chopping a tree<br />

down with a herring might count as real<br />

effort. Freeing a sword from a block <strong>of</strong> ice<br />

with a blowtorch probably wouldn’t. Of<br />

course, if the herring were highly enchanted,<br />

or the character has to invent the<br />

blowtorch, it might be different. Magical<br />

items lying unguarded behind normal secret<br />

doors take no great effort to acquire; ones<br />

behind trapped secret panels with special<br />

opening codes would.<br />

3. Do most <strong>of</strong> the characters find the<br />

greater share <strong>of</strong> the individual adventures<br />

challenging? By “challenging” I don’t<br />

mean vaporizing Lolth as an appetizer,<br />

destroying Demogorgon for the main<br />

course, and annihilating Yeenoghu for<br />

dessert. By “challenging” I don’t mean a<br />

crippled goblin killing three out <strong>of</strong> six characters.<br />

By “challenging” I mean an adventure<br />

that makes the characters exert their<br />

abilities to a great degree, makes them<br />

worry about survival, and gives some <strong>of</strong><br />

them wounds to remember. An adventure<br />

doesn’t have to kill any characters to be<br />

challenging. My adventures kill characters<br />

rarely, maybe once every twenty adventures<br />

or less. Challenges can also be mental —<br />

puzzles to solve, traps to figure out, amd so<br />

forth.<br />

4. Most importantly: Is most everyone<br />

having fun? This includes the DM as well<br />

as players. Not all players enjoy a particular<br />

DM’s style, and vice versa. Not everyone in<br />

a group will always care for the particular<br />

adventure they’re on. Some players like<br />

certain types <strong>of</strong> adventures and prefer DMs<br />

who oblige them. Some prefer hack-andslash,<br />

some like “thinking” adventures,<br />

some like very controlled, narrow-purpose<br />

adventures, and some just like to roam and<br />

have random encounters. The different<br />

types <strong>of</strong> players are not necessarily incompatible.<br />

One player’s favorite saying was<br />

“wake me when the fighting starts.” He<br />

wasn’t the least interested in solving riddles<br />

or bargaining with merchants; he let the<br />

others do that. His character fought and he<br />

was happy. On the other hand, another<br />

player preferred to leave the fighting to<br />

others while he lived by his wits.<br />

Each “yes” answer to the above questions<br />

is worth 1 point, each “no” worth 0.<br />

Total the points and continue with the following<br />

section.<br />

5. Are any characters too powerful?<br />

Power is a relative term. An 8th-level

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