Kickoff Setups for ttRPG Campaigns, Pt. 3
Third part of a series on setups to kickoff ttRPG campaigns.
You can find Part One here.
You can find Part Two here.
Using an Organization for the setup of your campaign kickoff can make things extremely easy at first, but may come with hidden work for you later-on. The simplest form of Organization setup is that the PCs are all members of the same Organization, and it sends them on missions that create adventures. This can be a military organization, a knighthood, an NGO, Star Fleet, a mercenary company, adventuring guild, thieves guild, wizards guild, the Honorable and Holy Order of Sewer Guardians, SpecterBusters, a newspaper, the FBI, a Lady’s Sewing Circle, insurance claim investigators, doctors without dimensional barriers, CDC field team, the Imperial Diplomatic Corps, starship crew, space trucker union, Lamplighter’s Guild, Library Overdue Asset Network and Interdiction Team (LOAN IT)– whatever fits the genre and tone of the campaign, and that the players are all willing to be members of.
Of course just because you start a game with players as part of an Organization (or even just trying to get in — a first session that is the Admission trials of the troubleshooter’s Union could be a lot of fun) doesn’t mean they have to stay in it. Here in my experience the two most important issues are player expectation and current player satisfaction. If you have proposed that a game is the adventures of the Stellar Alliance Battlecarrier Valorous, and you plan to have the characters all cashiered out over something that isn’t there fault by session 3, you may have a lot of unhappy players who were excited to be part of a big starship crew. OTOH, if the players end up hating how Stellar Alliance regulations hamper their desire to help non-member citizens and want to go it on their own, forcing them to stick with the organization they dislike can also be a big problem.
One good way to subvert expectations in an Organizations campaign is to have sub-organizations, perhaps secret ones, that the players can find out about and choose to join (or not). If the Lamplighter’s Guild has a secret “Bump in the Night” department that handles horrific things their lights sometimes illuminate (an awesome idea I am stealing here from my friend Carl), the players can work with that group, or look to join them, or even work against them if they think the Bit-N are actually traitorous vampire spawn.
The idea of a Patron setup is that the PCs are working for, or at least aided by, a powerful Patron who can direct them to adventures, and help them gain access to resources and/or people when it might otherwise be beyond the PCs’ reach. A Patron setup can be a nice mid-point between Organization and Wanted Posters — the PCs need not be as wantonly mercenary as an entirely Wanted Post campaign might suggest, nor as beholden to a set of rules as is common in an organization-style campaign.
A Patron might be just a wealthy or well-connected individual, but there can be other interesting options to. A Patron could be someone unable to operate in society easily on their own — a sentient magic item, or a strong AI, or a member of a marginalized group the culture won’t take serious or treat with respect. Or they could have legal or societal limitations based on standing and position — Commissioner Gauthier can’t be seen operating outside the law, but instead makes a deal with a group of vigilantes that as long as they play by his much looser rules, he’ll feed them intel and not pursue them himself.
One common trope is for a Patron to actual be evil, and planning to betray the PCs, and/or destroy them. While this is pretty well expected in some genres (noir detective stories especially, and things inspired by those tropes), I am personally not a fan of that “twist” unless it’s actually a stated part of the game’s assumptions. I find it much more interesting to do things like have the Patron trust the PCs more and more, in time setting them up to be independent or even take over the patrons wealth and power, because betrayal is no fun in real life, and when it comes in my entertainment, I like it to not be a huge surprise or have a big impact. YMMV.
The big difference between a Patron and a Mysterious Patron is that there’s some big element of the Mysterious patron the PCs aren’t aware of. Perhaps they only communicate through a speaker in an office, send coded messages through the bottlecaps of daily milk deliveries, or meet the PCs in the back of an abandoned opera house while wearing a all-concealing cloak that suggests they have a massive hump… or maybe wings and horns. In my experience it’s much harder to get players to trust a Mysterious patron (which can be fun), and they almost always want to Solve the Mystery, which means only use this setup of dealing with those issues seems likely to be fun for you and your players.
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