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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.

  1. Pressure: what is getting worse if nobody acts?
  2. Scarcity: what material, social, or informational resource is contested?
  3. Frontier boundary: where does normal order stop and dangerous play begin?
  4. Three active powers: who wants control right now?
  5. Two unstable places: where can things break open in play?
  6. 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:

  1. Pick 3 active fronts (faction, environment, mystery).
  2. Roll or choose one escalation for each.
  3. Record one visible sign and one hidden implication.
  4. 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:

  1. Economy pulse: what is scarce this week, and who controls access?
  2. Authority pulse: which group is enforcing order, and where are they overstretched?
  3. Street pulse: what rumor, fear, or trend is spreading fastest?
  4. Opportunity pulse: what job, scheme, or alliance is newly available?
  5. 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