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| gameplay:campaign_frame_rebirth [2025/10/27 22:51] – removed - external edit (Unknown date) 127.0.0.1 | gameplay: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: | ||
| + | |||
| + | === 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? | ||
| + | |||
| + | –– 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/ | ||
| + | |||
| + | === 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, | ||
| + | |||
| + | === 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 | ||
| + | ---- | ||