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From Wikipedia, the free encyclopedia Campaign (role-playing games)









Campaign (role-playing games)

See also campaign setting. • A wargame campaign has a focus on military and

political activities, generally involving the affairs of

games,

In role-playing games a campaign is a continuing sto- entire fictional states. Miniature wargaming overlaps

ryline or set of adventures, typically involving the same and dovetails into role playing at this level. Games

characters. The purpose of the continuing storyline is to Workshop started life as a roleplay company, but

introduce a further aspect into the game: that of devel- through an analogous process have transformed

opment, improvement, and growth (or degeneration) of themselves into a miniatures manufacturing

the characters. In a campaign, a single session becomes a company with support material for entire fictional

scene or an act within an overall story arc. At its incep- worlds - all to support their own role/miniature

tion, a campaign may or may not have a defined conclu- campaign concepts.

sion. A campaign by definition spans more than one ses- • A four color or superheroic campaign is similar in

sion of play. Certain aspects of the game are nearly al- flavor to comic books. The players are often given

ways constant throughout a campaign: the setting, the tasks, such as supervillains to stop, by their

players, and the gamemaster. The gamemaster for a cam- superiors. [2]

paign is said to run the campaign. • A detective campaign focuses on mysteries that must

be solved by the players or that unfold as the game

Aspects of a campaign goes along. These may be ordinary crimes, or

mysteries of the paranormal. Certain games, such as

A campaign is characterized by the following aspects: Call of Cthulhu, are designed specifically with this

• The rules - What underlying game system is used? type of campaign in mind.

What changes, additions, or subtractions has the • Various variants of the above campaigns are created

game master made to the rules? How will the game by the players. The exact nature of these variations

master interpret those rules? are usually exposed by providing a descriptive prefix

• The game world or setting - Where do the to the word campaign. For example: a villain

adventures take place? What makes this world or campaign where the players are the bad guys or a

place unique? kiddie campaign where the players’ characters are

• Realism - Will the game attempt to closely simulate still children.

the real world? Or will unlikely or fantastic

happenings be commonplace?

• Humor - Will the game be silly or comical? Or will it Alternate names

be serious and dark? Some published games have deliberately used different

• An underlying storyline - Are the players a part of terms for the same concept. For instance, White Wolf us-

larger events occurring in the game world? Not all es the word Chronicle for its World of Darkness and Exalt-

campaigns have such a storyline, but most at least ed games. [3]

have recurring characters. [1]

Differing amounts of emphasis on any of these factors

help set the flavor of the campaign. References

[1] Jackson, Steve (2004). GURPS Basic Set 4th edition.

Types of campaigns [2]

Steve Jackson Games. pp. 486. ISBN 1-55634-730-8.

Stoddard, William (2007). GURPS Supers 4th edition.

• A hack and slash, kick in the door, or dungeon crawl Steve Jackson Games. pp. 94–98.

campaign focuses on slaying monsters and finding [3] Rein-Hagen, Mark (1992). Vampire: The Masquerade

treasure. This type of campaign is often very (Second ed.). White Wolf. pp. 62.

episodic. Many players of Dungeons & Dragons favor

this type of campaign.





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