|FAQ and Credits||Rulebook > Campaign Guide||Fae Campaigns|
You've read the rules, and you know how to play! Now, it's time to make a campaign for your players-- but you don't know where to start. Your players want something with a bit of zazz, and you don't want to use one of our pre-built campaigns-- you want something that is uniquely yours! Don't worry, we have you covered. In this guide we'll give you a sheet called the 'Campaign Guide' which you can use to plan entire campaigns as well as track your players and NPCS. There are three varieties of guides you can design-- printed, simple and google docs-- that will allow you to be flexible in presenting your campaign to your players.
Printed Guides are designed to be played in person with, at most, a phone to reference the rulebook. They're primarily designed to be written in pencil, but an erasable pen will work just fine. If you're using a Printed guide, your players may still be able to use their laptops or tablets to run Simple Journals and Google Docs Journals.
Simple Guides are designed to be written using base-level writing tools such as WordPad, Notepad and TextEdit, are low on computer overhead and simpler to write but more difficult to maintain. They lack tables, NPC cards and other features for organizing the sheet and have very little formatting. The primary advantage of this format is to be able to copy and paste directly to chat programs and not worry about formatting. Players can use any Journal format when you use a Simple Guide.
Google Docs Guides are designed to work in Google Docs. Because it is difficult if not impossible to write in Google Docs on a phone, it's recommended that you use a laptop or tablet to play in person or play over the internet. The Google Docs format also requires a Google Drive account, which means you may have to create an account with Google to use this format. This format is the easiest to maintain and the most accessible for a campaign with multiple GMs or one which requires the GM to use multiple computers. Because it requires Google Docs, it does demand internet connectivity and a higher computer overhead than the Simple guide. This format synergizes incredibly well with Google Docs Journals, but players can use any Journal format when you use a Simple Guide.
Made your choice on the format you're going for? Open the template for that format with the buttons below, and copy or print out the format. Then, keep reading to actually start writing your campaign-- we've still got settings to make, NPCs to design and a gaggle of monsters to pick for our regions.
Theme and Setting
Before you get too far into your story, it might be a good idea to plan your theme and setting. The setting is the place where your players live and play in-- it's the starting town, the space station in Sector B6, the ring of hell they reside in. Everything takes place in your setting, which means your job as the GM is to breathe life into the game world and make it feel believable. To this end, the Theme helps you keep your setting cohesive-- it's the shared elements of your story that allow them to relate to one another. Common themes such as [High Fantasy], [Apocalyptic Wasteland] and [Utopian Sci-Fi] are great to play in, but there's no harm in making themes emotional or music based. While the 'Setting' allows players to feel like they live in a fantasy world, the 'Theme' is what gives that world rules and helps set up expectations for the players.
When designing your setting, you should keep in mind what resources your theme allows you to use in the construction of buildings, tools and settlements. A [High Fantasy] world is one which has plenty of magical instruments that approximate modern ones, but lacks high quality steels and mass production. As a result, you shouldn't be seeing skyscrapers next to the castles. Likewise, [Film Noir] settings lack complicated technology like computers and cellphones, but there should be plenty of gangsters and speakeasies to hide in. You can also combine several themes together to create a unique blend of culture and technology, making a hybrid theme. If you have a setting which has a hybrid of themes-- such as an [Apocalyptic Western] or [Sci-Fi Fantasy]-- you'll be able to take elements from all of the included themes and mix them together. Fae's official campaigns take place in such a world, inhabited by a large variety of creatures with different themes.
|Modern||Something similar to our modern world, with skyscrapers in dense urban populations, computers and cellphones. The culture is caught in a conflict between the corporate, scientific and religious worlds.|
|Low Fantasy||Technology is practically nonexistent, and communities rarely rise to the level of a 'city'. Warlords are rampant, controlling small provinces and fighting monsters... and each other. Disease runs rampant, barely fought off by witches and alchemists, but plagues don't easily spread due to superstition.|
|High Fantasy||This world in in an age of technological enlightenment, crossbows and clockwork gizmos becoming more prevalent as countries build institutions of learning. The church is rapidly losing power as medicine starts to treat ailments once in the domain of magic. Large countries frequently come into conflict over territory or band together to fight against monsters, and the balance of nature is disrupted by technology.|
|Space Opera||Spaceships rush to capture territory in the vast expanse of space, all competing to conquer the most interstellar territory. Colonies span entire planets, and it's not unreasonable to find an unexplored planetoid in a new solar system. Technology is hyper-advanced, but many races have never met an alien before and have inferior technology. Espers are common. Piracy runs rampant.|
|Galaxy Far Away||The entire galaxy has more or less unified under two flags-- one flag representing an empire which controls the galaxy, and the other side a group of terrorists who wish to seize power from the galactic empire. Most relations with alien races are between high tech colonies, but some planets lack resources like water and fuel and trade with their nearby friends. Lightspeed travel is possible, and piracy is uncommon. Most inhabited regions are heavily patrolled by the standing galactic army.|
Your setting and theme will often be insulated to a small region-- players rarely tend to wander far if your setting is designed well and gives them access to all of the resources they need.