EwA's Secret Lair

Game development tips and random musings of The Psychotic EwA

Thursday, October 26, 2006

Story Flow

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An Adventure we will go....


A few months ago, I've ask a friend(he's a Game Master for my weekly D&D sessions) on his method of making game campaigns for Dungeons and Dragons Role Playing Game.

His method uses Story Flow. Treating the campaign like a single story. He gave me this flow on how he made his game campaigns:

Story -> Setting -> Plot -> Flow (and hooks)-> End







Click on Read More for more details.



  1. Story
    First, you have to make up a story for it.
    Is it an adventure for fame and glory, or a quest to save the world from the clutches of an evil overlord? It can be anything.
    The story form the basis for the campaign. It gives motivation and reason for the player characters to involve in the story.

  2. Setting
    Where is the story set in? The time period, the culture, the people, every details of the world or at least some aspect of it have to be prepared.
    Even thought its a fantasy world, you still need to prepare the setting of your campaign. It helps if you can describe and let the players interact with your world during a session. It foster role playing and make the campaign more interesting, at least it won't be a boring hack and slash session.

  3. Plot
    The plot twist.An important element to keep the story interesting.
    Having your ever dependable NPC turning out to be a spy for the enemy or having the city suddenly engulf with zombie inducing plague. Whatever needed to spice things up :)

  4. Flow (and hooks)
    The story flow. How the story or campaign goes.
    If players stray too far away from the story flow, you can use hooks to pull them back.
    Hooks are ways to pull the players into to the story.
    For example, if the game is set in a desert and you want the players to solve a quest in a certain area, but the players wants to go someplace else. You can make a great sand storm that traps the players in that area, thus forcing them to concentrate on the quest.

  5. End
    The ending. You need to know how the campaign ends.
    Making things up without knowing how things going to end will make the campaign draggy.



( ._.)Ø

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