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gameplay:campaign_frame_rebirth

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gameplay:campaign_frame_rebirth [2025/10/27 22:51] – removed - external edit (Unknown date) 127.0.0.1gameplay:campaign_frame_rebirth [2025/10/27 22:51] (current) – ↷ Page name changed from gameplay:campaign_frame to gameplay:campaign_frame_rebirth patrigan
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 +====== Campaign Frame: Rebirth ======
 +
 +=== Title ===
 +[Short, punchy name of the campaign frame]
 +
 +=== Concept ===
 +[One-sentence description of the big idea of the campaign frame]
 +
 +=== Complexity Rating ===
 +4: In Aestilon anything is possible and rules will be introduced to support these.
 +
 +=== The Pitch ===
 +[One paragraph: what’s exciting about this campaign, the tone, setting, emotional promise. Designed to read to players.]
 +
 +=== Tone & Feel ===
 +* Tone 1: [e.g., “grim & gritty”]
 +* Tone 2: [e.g., “hopeful & heroic”]
 +* Additional notes: [Any contrast, nuance]
 +
 +=== Themes ===
 +* Theme 1: [e.g., “power and corruption”]
 +* Theme 2: [e.g., “legacy vs. change”]
 +* Theme 3: [optional additional theme]
 +
 +=== Touchstones ===
 +[List of inspirations: books, movies, games, comics, etc.]
 +
 +=== Overview ===
 +[A longer description (approx. a page or so) of the campaign: major elements of the world, what players can expect, the general flow, but nothing too secretive. Player-facing.]
 +
 +=== Heritage & Classes ===
 +–– Ancestries & Communities ––
 +[Describe how ancestries or communities are used in this frame. Any special options, or restrictions? Background prompts for characters of those heritages.]
 +
 +–– Classes ––
 +[Describe how classes work in this frame. Any classes changed, flavour altered, or new classes? What’s special here for characters.]
 +
 +=== Player Principles ===
 +[Guidelines for players: how they should approach play so it fits the frame. Evocative, actionable.]
 +
 +=== GM Principles ===
 +[Guidelines for the GM: how to run the campaign so it fits the frame, supports the themes, tone, and mechanics.]
 +
 +=== Distinctions ===
 +[What sets this campaign frame apart: core truths about the setting, major factions, key beliefs, unique features of magic/technology, major locations. This is where GM-facing information begins.]
 +
 +=== Inciting Incident ===
 +[A sample opening scene / hook: a situation + objective + character hooks that introduce the themes and distinctions.]
 +
 +=== Custom Mechanics ===
 +[Describe any special rules/tools for this campaign: subsystems, new adversary types, special items, setting-specific mechanics, etc.]
 +
 +=== Session Zero Questions ===
 +[Questions specific to this campaign frame that the GM asks in session zero with the players: to situate PCs, align expectations, deal with theme/content, etc.]
 +
 +=== Campaign Map ===
 +[Provide or describe a map (template or outline) for the setting: places, names, a list of blank spots for group to fill in. Encourage player input.]
 +
 +=== Closing ===
 +[A brief note: summary, encouragement to make it your own, reminder of design principles, etc.]
 +---- struct data ----
 +metadata.blurb       : 
 +metadata.tags        : 
 +----