Hello and welcome once again to The Force Does Not Throw Dice, our feature devoted to running tabletop roleplaying games in the galaxy far, far away. This time we are going to be talking about that exciting point in the life of a Star Wars RPG Game Master where they decide to bite the bullet and start their own campaign. “What’s a campaign”, neophytes ask? Well, to use a television example, if an episode is an adventure, the campaign is the whole TV series. Unsurprisingly, most GMs would eventually prefer to create a series rather than one individual episode, so we all end up at that point in due time.
Let’s say that’s the point where you are. You’ve read the manuals, you’ve found a gaming group, you’ve played a character in the game, and you’ve probably run your first one-shot adventures. Now your head is exploding with possibilities: you want to make a sequel to your last adventure, you think that this one character could become a recurring antagonist, and you’ve even started thinking on how everything fits within the vast Sith-Ithorian conspiracy. Excellent! You got the itch to create a long-term storyline, and that’s all you need to start playing. But I’m going to be frank: if you thought that writing your first adventure (if you didn’t use a pre-published one!) was a daunting prospect, you will find out that building your campaign can end up being a real odyssey. It’s going to be a lot of work. If this doesn’t scare you, great: let’s take a peek at how we can try to make the process as painless as possible.
Hi, I am your host, David. I’m a Game Master with twenty-five years of experience, and I’ve successfully run more than twelve campaigns in several systems and settings, three of them at least five years in length. Let’s look at one way to do this!