Been noticing a trend in my campaigns -- my first was a sandbox merc game without much connection between the episodes, the next three I ran were "official" published adventures (Beltstrike, TTA and SotA). I want to plan my own campaign to break the mold, but I don't want it to be another sandbox with no story arc.
So... to have a story arc we would need to define factions and their long-term goals. I've detailed the following campaign synopses that would mainly involve one other faction (besides the PCs and the faction they represent):
1) They are working for a faction and are involved in a long-term project (colonization, mining, exploration, warfare etc).
2) They stumbled upon a mystery or enigma regarding a faction and they look to resolve it.
3) They have the faction as an enemy and are trying to resolve the problem while fending off attacks.
4) They are stranded in one place and are working towards eventual escape while trying to complete their initial job for a faction that got them stranded here. Or alternatively, the faction is preventing their escape.
About 99% of all published campaigns I've ever read or read about are combined from elements of the above. So, what makes each campaign unique? Besides the scenery, I mean.
Obviously, the fact that the player characters aren't the only ones on the scene. Let's detail that other faction and see how we can tangle it with the four cases above.
Firstly, the favorite tool of all Referees, a (mega)corporation.
#1 goes nicely with players working a project for one corp while avoiding the rivals' meddlings and local troublemakers / natural hazards.
#2 is for corporate intrigue; players get a clue to something happening and they become motivated to uncover the whole picture and then profit from that knowledge.
#3 is when a corp tries to bury an incident and the PCs are witnesses.
#4 is "stranded survey team scenario" which could easily stretch into a long campaign with overarching plots from the other three arc types. The alternative makes it a campaign where the PCs are barbarians and the corp is working their homeworld.
Secondly, Imperial authorities.
#1 could be a bounty hunter campaign, with eventual build-up leading to larger scale operations and hidden connections between enemies.
#2 governments have their dirty secrets too. Could be revolving around potential Imperial intervention, or working to avert some disaster that's due to happen.
#3 is your classic "on the run from the law while trying to prove your innocence" campaign.
#4 just look up Prison Planet
Thirdly, indigenous populations.
#1 could be a logical extension of a classic "help the rebels" merc ticket into a wartime campaign.
#2 just look up Safari Ship
#3 could be a logical extension of a classic "squash the rebels" merc ticket into a wartime campaign.
#4 is basically another "stranded survey team scenario" except this time they are caught in local politics of the natives instead of it just being natural hazards.
There's obviously more. Crime syndicates, religious organizations, the Zhodani...
Just putting my thoughts up here, maybe someone will find this useful or want to add to it. More campaign synopses/more complex campaign synopses/faction ideas are always welcome.
So... to have a story arc we would need to define factions and their long-term goals. I've detailed the following campaign synopses that would mainly involve one other faction (besides the PCs and the faction they represent):
1) They are working for a faction and are involved in a long-term project (colonization, mining, exploration, warfare etc).
2) They stumbled upon a mystery or enigma regarding a faction and they look to resolve it.
3) They have the faction as an enemy and are trying to resolve the problem while fending off attacks.
4) They are stranded in one place and are working towards eventual escape while trying to complete their initial job for a faction that got them stranded here. Or alternatively, the faction is preventing their escape.
About 99% of all published campaigns I've ever read or read about are combined from elements of the above. So, what makes each campaign unique? Besides the scenery, I mean.
Obviously, the fact that the player characters aren't the only ones on the scene. Let's detail that other faction and see how we can tangle it with the four cases above.
Firstly, the favorite tool of all Referees, a (mega)corporation.
#1 goes nicely with players working a project for one corp while avoiding the rivals' meddlings and local troublemakers / natural hazards.
#2 is for corporate intrigue; players get a clue to something happening and they become motivated to uncover the whole picture and then profit from that knowledge.
#3 is when a corp tries to bury an incident and the PCs are witnesses.
#4 is "stranded survey team scenario" which could easily stretch into a long campaign with overarching plots from the other three arc types. The alternative makes it a campaign where the PCs are barbarians and the corp is working their homeworld.
Secondly, Imperial authorities.
#1 could be a bounty hunter campaign, with eventual build-up leading to larger scale operations and hidden connections between enemies.
#2 governments have their dirty secrets too. Could be revolving around potential Imperial intervention, or working to avert some disaster that's due to happen.
#3 is your classic "on the run from the law while trying to prove your innocence" campaign.
#4 just look up Prison Planet
Thirdly, indigenous populations.
#1 could be a logical extension of a classic "help the rebels" merc ticket into a wartime campaign.
#2 just look up Safari Ship
#3 could be a logical extension of a classic "squash the rebels" merc ticket into a wartime campaign.
#4 is basically another "stranded survey team scenario" except this time they are caught in local politics of the natives instead of it just being natural hazards.
There's obviously more. Crime syndicates, religious organizations, the Zhodani...
Just putting my thoughts up here, maybe someone will find this useful or want to add to it. More campaign synopses/more complex campaign synopses/faction ideas are always welcome.