Campaign Scaffold and Prep Tools
Overview
This article compiles process-oriented prep guidance: build reusable scaffolds first, then feed sessions through rumor/hook circulation and evolving world state.
Core Guidance
- Prepare tools (tables, factions, clocks, routes), not brittle scripts.
- Define a minimal setting spine: pressures, resources, and conflict boundaries.
- Maintain a hook-and-rumor stream that can redirect play organically.
- Iterate prep based on what players touch, not what was prewritten.
Minimal Setting Spine (Referee Template)
Build the campaign frame in one page before writing adventures.
- Pressure: what is getting worse if nobody acts?
- Scarcity: what material, social, or informational resource is contested?
- Frontier boundary: where does normal order stop and dangerous play begin?
- Three active powers: who wants control right now?
- Two unstable places: where can things break open in play?
- One rumor stream: what does the street think is happening?
If this page is clear, session prep becomes easier and improvisation stays consistent.
Session Prep Cadence
Use a fixed weekly prep loop to avoid overbuilding:
- Review last session consequences.
- Advance each active faction one step.
- Generate 3 rumors (true, half-true, false).
- Prepare 2 scenes and 1 wildcard complication.
- Update one map layer (region, district, or site).
This keeps the world moving while prep remains bounded.
Rumor and Hook Pipeline
Treat hooks as an operating system, not one-time prompts.
- Every faction emits at least one rumor.
- Every location emits at least one practical opportunity.
- Every unresolved player action emits one consequence rumor.
For reliability, keep a 3-column rumor sheet: - Claim: what NPCs are saying. - Reality: what is actually true. - Trigger: what would reveal the truth in play.
World-State Turn (Between Sessions)
Run a short world turn after each session:
- Pick 3 active fronts (faction, environment, mystery).
- Roll or choose one escalation for each.
- Record one visible sign and one hidden implication.
- Push at least one change into rumors and one into a location.
This creates campaign momentum without writing story outcomes.
Town Turn (Settlement Procedure)
Run this once per settlement between sessions:
- Economy pulse: what is scarce this week, and who controls access?
- Authority pulse: which group is enforcing order, and where are they overstretched?
- Street pulse: what rumor, fear, or trend is spreading fastest?
- Opportunity pulse: what job, scheme, or alliance is newly available?
- Instability pulse: what conflict is likely to break into open play?
Record one visible change and one hidden change for each pulse.
NPC Relationship Web (Referee Map)
Track campaign social dynamics as a living graph:
- Core node: settlement or district.
- Power nodes: factions, offices, patrons, gangs, guilds.
- Connectors: brokers, couriers, fixers, clergy, family links.
- Fragile edges: debts, blackmail, grudges, secret dependencies.
For each major NPC, store three tags: - Leverage: what they can offer right now. - Vulnerability: what can destabilize them. - Trigger: what would force them to act this week.
Update at least two edges after every session.
Domain Pressure Clocks
Use campaign-scale pressure clocks to coordinate world drift:
- Governance clock: legitimacy collapse, corruption crackdowns, succession fights.
- Security clock: raids, patrol militarization, insurgent responses.
- Infrastructure clock: roads, gates, grids, comms, supply chains.
- Belief clock: cult growth, reform wave, panic cycle, ideological schism.
When a clock advances, publish one concrete in-world sign via rumor, encounter, or settlement services.
Referee Worksheet (Fast Version)
- Current pressure clock:
- Scarce resource under dispute:
- Factions in active conflict:
- Rumors to surface this session:
- Sites likely to be visited:
- Hard consequence if players delay:
- Town-turn pulse that changed most:
- NPC relationship edge that just snapped:
- Domain pressure clock closest to crisis:
See Also
- Faction Action Turn and World Response - Explicit between-session faction action procedure extracted from this scaffold
- Settlement Service Volatility and Scarcity Pulse Loop - Town-turn service dynamics distilled from economy/authority/street/opportunity/instability pulses
- Lazy DM Eight Steps
- Don't Prep Plots
- GM Scenario Prep for Sci-Fi Games