Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Sunday, July 26, 2026

What Drives Your Campaign?

In a comment on my A World of Adventure post, the ever emerald TheKelvinGreen responded to my desire for a open world exploration focused campaign by saying, "I've always wanted to play in a completely open exploration game. Alas, I only ever get to play mission-based or plot-heavy games, with little exploration."

My hearts go out to Kelvin to be sure. At the same time, his statement got me thinking about I what such campaigns would be like. TRPGs with 'little exploration' are not something I'm deeply familiar with. More or less exploration I can conceive of but 'little' just doesn't compute in my adventuring-into-the-unknown oriented brain.

I thought I would take this opportunity to talk about campaign design as it relates to games that are Mission Driven, Narrative Driven, and Exploration Driven

Mission Driven




In my mind, a Mission Driven campaign has the PCs largely reacting to and engaging with adventures given to them by an outside entity. The typical Mission comes from a patron; an individual or group capable of hiring you to go perform a task for them. It could be a wealthy merchant, a secret government agency, or even a regular person who needs your character's/party's particular set of skills and abilities. 

Examples of strongly Mission Driven campaigns would be most Superhero games, most Star Trek games, Espionage, and Ghostbusters. 

Superheroes are alerted to criminal activity by the Major or the Trouble Alert.
Star Trek characters are sent to investigate strange anomalies by Starfleet Command. Espionage parties get assignments from Control.
Ghostbusters receive a call from the Manager of a Fancy Hotel about a Ghost.

It is also possible the one giving you your Missions is antagonistic towards your party; you work for them to pay off a debt or their harm you or someone you care about if you don't. In either case, the scenarios come to the PCs and they largely wait for that to happen. Like Firefighters, they don't [usually] roam the streets looking for fires but instead are on stand-by until a call comes in. 

Narrative Driven


Narrative Driven campaigns feature the party of PCs going on an adventure for reasons conditional to the story being told. Maybe its to avenge the destruction of their homeland, to prove they are worthy of being the rulers of a kingdom, or because their dying mentor told them of a great treasure hidden in a distant place. The adventures they go on are all tied to a story and driven by emotions and personal goals. It could be THE story, an overarching tale that influences the entire campaign but it could just as easily be about the members of the group helping one another in pursuit of all of their individual stories. 

Examples of this are tough for me to come up with as this sort of campaign can be created in nearly any kind of setting or genre. A Dungeons and Dragons campaign COULD be Narrative but so could a Horror, Superhero, or virtually any other kind of game. The key is story first and everything else after. 

I can see a number of games of this nature also have Missions and Exploration within them, though I'll address more on this towards the end of the post.

Exploration Driven



By far my favorite type of campaign and the one hardest to execute these days (see below) is the full on Exploration game where a map is made or a region described and the 'adventures' depend on where the PCs want to go and what they want to do there.


Often the Exploration is connected to some idea or theme that governs why the group of Player Characters are exploring the area they're in but what happens because of that motivation is anyone's guess. Once the PCs interact with whatever their destination has in-store for them things can literally go in any direction.

This is my preferred way of running Medieval Fantasy games, Traveller and other Spacefaring Sci-Fi, and I've used it to good effect in other genres as well. There are several games that are traditional viewed as Mission Driven that I think benefit from being a mix of Mission and Exploration (keep reading and you'll see what I mean). 

What Actually Drives Campaigns

Generally speaking, most campaigns are a mix of all these classifications. At least mine are and I would imagine so are most of yours.

Granted, the particular 'levels' of each would vary from Gamemaster to Gamemaster, Genre to Genre, and Campaign to Campaign. For the most part, my Star Trek campaigns are mainly Mission Driven with a great deal of Character Narrative and a good amount of Exploration. Likewise for Superheroes. My Traveller, Star Wars, and other Sci-Fi Space Adventure campaigns are mainly Exploration, with a great deal of Character Narrative and a good amount of Missions. While my Fantasy campaigns tend towards a Exploration, Narrative, Mission format, The Winghorn Guard games [being heavily influenced by the Superhero genre) are Mission, Exploration, Narrative. I think Ghostbusters would be considered Mission, Narrative, Exploration. 

A campaign missing any one of these elements would be pretty odd. These are the key ingredients of Tabletop RPG campaign and adventure design at its most basic after all [IMHO]. I can honestly say I would want to run or play in a campaign with no exploration and no story of any kind. No missions? It's weird to say maybe but I feel that's the only one I could do without and at the same time, I can't imagine an ongoing game that doesn't include missions.

The biggest issue I face these days is that Exploration Driven games require proactivity on the part of the players. You need the people participating to enjoy looking around and interacting with your world or universe. I ran a Traveller campaign not that long ago wherein the PCs were hired by the Imperial Interstellar Scout Service to help them complete the Grand Survey, since the IISSS didn't have enough ships to cover the entirty of Charted Space. Basically their job was to explore the planets in a particular Subsector, catalog key stats and information on them, and report back to the IISS on their findings. If they found particularly useful data such as major resource deposits, a hidden pirate base, an unusual lifeform, or whathaveyou, the PCs would get a 'finder's fee' bonus.

One of my players just couldn't wrap his head around the idea. He didn't understand what we were doing. What was the 'Mission'. He needed to be told, 'Go to Planet A. Do X thing', or it was all too vague for him. Exploration for exploration's sake wasn't a strong enough motivator for him [even though I made it clear he and the other PCs were also getting paid with bonus for more interesting finds]. The game didn't last that long and it made me overly nostalgic for my own High School campaigns of exploring just for the thrill of finding something new. 

What about you? What's your preferences and what do you actually end up running? 

Let me know. I'm really curious!

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Barking Alien





Monday, July 20, 2026

Crestfallen

I ran the first session of my Solo TRPG game 'Journal of a Mixed Elf Mercenary Hero' using my homebrew system, 'Adventurers of the Enchanted Lands', a hack of Teenagers from Outer Space and the end result was...meh.

Honestly, I am really disappointed. I was so excited for this, as you can probably tell by how many posts it inspired. Not just the number but the frequencey! Unfortunately, after a little while of actually partaking in the endeavor I've almost completely lost interest. Seriously. Just *poof*, enthusiasm gone. It was way more fun to prep for than to actually run and play.

Why? Let's talk about it...


Damn. I hate to disappointed her.


Mechanically it worked just fine. The system was good but didn't do anything especially dynamic. That can be OK in many cases but here it contributed to a lack of things to get jazzed about. It was an easy-to-run, easy-to-play, functional set of rules. Yay? As someone who isn't overly hung up on rules they usually only get my catch attention and interest if they're something special or something awful. This didn't reach the level of either extreme. 

One thing I started to think about that I didn't expect to was the role of Roles and Classes. I really dislike them but they are a trope of the genre and if you are running this sort of Medieval Fantasy game without them it feels...I don't know...a little weird. It's off somehow. Not sure how to solve this issue as, like I said, I still don't like them. This was helpful though in a way as it gets me to consider some way of solving this problem if I run a long term Fantasy campaign in the future. 

I still find the tropes and setting of standard Fantasy kind of boring to engage with. This is my issue as a player, although it's related to what I'm going to discuss next. I'm just not looking forward to questing to find a magical item or slaying some mythic beast. These are the sorts of adventures that appear in a lot of Solo Fantasy RPG charts and with good reason - that's the genre. I find it really banal and mundane to the point where it's hard to maintain any interest. It goes back to one of my biggest problems with the base Fantasy genre, nothing feels fantastic. 

Sure, I could modify this by coming up with custom charts and tables and in fact I did but I also tried to stay firmly in a standard Fantasy vein and it just didn't work. Not for me anyway. D&D and Pathfinder are the most popular RPGs in the Western world so it's clear lots of people find this very fun but I've just never been one of them. 

In the end, another big reason for my disillusionment is the same problem I always (thus far) experience with Solo gaming; there is a very low degree of surprise do to its very nature. I am interacting with random charts, die rolls, and myself. Without other players, there is no back and forth of ideas I might not have thought of. No approach from someone with a different way of looking at things. Sure, it guarantees 'my kind of game' but it reinforces my general feeling that Solo RPGs aren't games but exercises in creative writing. 

So what next? Honestly not sure. I do have some other things I want to talk about but I think this project is going on the back-burner for now. If I come up with some new approach or have a gaming epiphany regarding it I will definitely let you all know. For the time being though, Raelyn's journey and her Journal will go on without us...




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Barking Alien





Sunday, July 19, 2026

A World of Adventure

A big focus of my Solo TRPG Campaign project, 'Journal of a Mixed Elf Mercenary Hero', is exploration.


The Enchanted Lands


As a Gamemaster, I absolutely love World-Building. It is by far my favorite part of the pastime. It allows me to do something with all these ideas that are constantly forming in my head, threatening to burst out of my skull and spray all over the place. Sorry. I know that's a little intense but that doesn't make it untrue. Besides, no one wants to clean that up, trust me.

As a player, I want to explore the world or universe of the game we're playing. I want to see the Gamemaster's vision, be it an original creation or their take on a known IP, and I would like the opportunity to get to know it up close and personal.




In either role, my preferred way to go about this is through an Open-World Exploration Campaign. That is essentially what I am hoping for with this Solo RPG and I feel pretty confident I can achieve it since I am occupying both positions.

Let's start by looking at the map and filling in some general ideas on what exists and where...

  


The usual recommendation when going about the act of world-building is to start small, really local-like, and then only expanding as you need to. For me, that's crap. I can't work that way for a host of reasons, the biggest of which is I want my players (and in this case myself) to be able to go where they want to go as long as they have some way of getting there. To the age old school question of, 'What happens if we travel beyond the edge of the map?', I like to answer, 'There is no edge to the map'. 

To make this work, I need to 'sketch out' some areas so I have a guide for my imagination. Looking at the second map, some points of interest have been placed in the hope that I can explore those areas during the campaign. Some important or at least interesting bodies of water are also included. The Trading Seas are small-to-medium oceanic bodies constantly plyed by merchants and unfortunately pirates. The Strange Sea is almost completely surrounded by lands, from small islands to the large main continent, with many legends surrounding what it is the sails across and roams beneath the waters of this region. Ghost Ships, Sea Monsters, and Vanishing Island that occasionally appears in the center of the sea. 

While I show the homeland locations of the Dwarves, the Elves, the Hairfoots, and the Humans, I purposely haven't defined how large their domains are, how many settlements or citizens they have, etc. I also haven't given the proper name of these places on account of the fact that I haven't decided on them yet. Furthermore, just because I haven't identified where Beastkin or Goblins live doesn't mean there aren't Beastkin and Goblins. This is best thought of as a Visual Outline. 




To this end, I've also pointed out areas of potential adventure and danger by designating Giants in the Northeast and possibly a Dragon in the Northwest. I wrote it in as 'A Dragon?' because I haven't decided if that information is true or merely a fanciful story. Then, as I've already mentioned, there are lands far away to the Southeast and Southwest that have yet to be explored. I've included these known unknowns for exploration and further development later on.

Of special interest is The Ruinlands of an Ancient Empire; a vast expanse of land with numerous dungeons and crumbling temples that are all that remains of a powerful and very magical civilizations from long, long ago.

Finally, I've also noted where my Player Character, Raelyn Riversprite, came from and the fact that the town was basically destroyed. The port is abandoned now - no one lives there to my character's knowledge. 

Exploration

  • PCs are rewarding for discovering something new – a never before encountered (by them specifically) monster, location, thing about the world, etc. For Solo play, these are notated in the campaign ‘Journal’ as ‘I discovered [name or description of thing]’. 
  • Dungeons are ‘alive’: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
  • Food & Rest: Cooking plants, animals, or even monster meat gives mechanical buffs and restores Physical and Spell Fatigue (a la Delicious in Dungeon). Skipping meals may cause penalties (hungry adventurer/party = comedic failures). Sleep is similar. 


As per usual, more thoughts as they come to me. I am really eager to actually start playing. Hopefully later today. 




Hope to see you on the road...

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Barking Alien




Wednesday, July 15, 2026

Have Haversack, Will Travel

I know I've mentioned it before but probably none too often as I don't generally discuss Medieval Fantasy gaming as much as I do Sci-Fi, Superheroes, and practically anything else but I really enjoy coming up with Magic Items. I kinda despise calling them 'Magic Items' though, as that is one of D&D's notorious modern/technical terms for what should be a miraculous and wonderous thing. I suppose it's fine for practical purposes but I try to avoid the term when I can. 

Anyway...

I want to give more detailed information on Raelyn Riversprite's Signature Item, The Homey Haversack




This mysterious object is based on a very similar concept from my ol' Aerth game, which was in turn inspired by Heward's Handy Haversack, although that item is quite different from mine. The original was merely a more impressive Bag of Holding. As you'll see, this one is something else. 

The Homey Haversack is a backpack of supple black leather that appears well-used and worn by time and the elements such that is appears more charcoal gray than black. Its straps may be adjusted so that it can be worn as a backpack, over one should, or slung across the body to rest at ones hip. In additional to the mouth of the pack at the top, there are three additional pouches; one large one in front, and two smaller ones to each side. 

Upon opening the top flap and adjusting the hidden drawstring, the bag will open to be slightly wider than expected. The top of a wooden ladder can be seen just over the lip of the bag. If you enters the top and descends the ladder, they will come into a medium-sized room of stone walls and floor. It has a bed, a large chest/trunk, two desks, a simple chair, a fireplace, and a window. 



 
Regardless of the position of the Haversack in the outside world, within the item the room is always level and the temperature is generally similar to the interior of any abode in whatever land your traveling in. For example, if you are walking through snowy tundra, it will be cold in the room but certainly warmer than being outside in the snow. Best get a fire going. 

Where the smoke from the fireplace goes is unknown. Stranger still though is the window. This small window, which can be shuttered to prevent wind, snow, or rain from entering the room, always shows a view of whatever is outside the bag. When using it to sleep in, Riversprite usually hides it on a roof top or ties it up in a high tree before entering down the ladder. This allows her to view her immediate surroundings to some extent. You can stick your arm and hand out the window but only a few feet or so. Beyond that you will find it impossible to push further out. 

The room is as it is and does not provide additional items, nor does it replenish resources. Firewood much be obtained and brought in by the owner of the item. If you want to cook in the fireplace, bring in some ingredients as well as a pot and frying pan. Raelyn often catches and cooks fish, then opens the window to air out the place. Which brings us to keep it clean - you must sweep and dust yourself, as well as make your own bed. Basically, you get a furnished room and nothing more but it is a room you can carry with you. 

The outer Haversack seems immune or at least highly resistant to rain, puncture, being crushed, and the like. None of those things effect the bag and someone inside would be completely unaware of what was transpiring. In fact, the item can even be submerged in water but the window shutters will automatically close and no force can open them until the bag is once again in open air. You would see water and fish swimming by out of the window. 

Raelyn often keeps her Bow and Arrows in the sack instead of on her as she rarely ever uses them in combat. They are primarily for hunting game. She also stores any Magic Books and Scrolls she comes across in the Haversack, usually on the shelves above one of the desks. Spare clothes and a few mementos she has from her family and her time with the Elven Knights are neatly placed inside the trunk at the foot of her bed. 

Even with this amazing object, Raelyn still camps out fairly often. The interior of the Haversack is both her safespace and refuge and a place she fears being trapped in. Not trapped like it won't let her leave but that she'll get too comfortable, feel too safe, and won't want to leave. 

And that is The Homey Haversack.

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Barking Alien





Spellcasting and Sword Swinging

I've decided my Solo RPG Campaign is going to be Medieval Fantasy and as for a system I'll be using my TFOS hack 'Adventurers of The Enchanted Lands', described in my previous post.

As for my main Solo character, I am sticking with my original concept, though I may adjust as I go given I still haven't decided on what world setting I will be exploring.

Raelyn Riversprite is a Female Elf of mixed heritage, around 250 years old (in her mid-twenties by Human developmental standards). She is skilled at both Magic use and Sword Fighting. I also see her as hailing from a port town on a river...originally...before her home was destroyed by some as yet undecided upon fiend. This would give her a reason for potentially having skills like Sailing or Swimming and the like. 

Yes you Raelyn! C'mon up and say hello to everyone. 


As far as she knows, she is the only survivor of an attack that destroyed her small port town and wiped out her family. She was saved by Elven Knights of the larger city near by. 

In games like this, where your PC 'lives in the world' as opposed to trying to emulate a TV Show, Comic Book series, or other form of media medium, I tend to prefer a character who is functionally competent at a variety of things. While many players prefer to specialize or (gag) optimize their characters, I would rather have a jack-of-all-trades, even if they end up a master of none. 

That said, I envision Raelyn as darn good at a few activities, even if she is only pretty good at most of what she attempts to accomplish. With that in mind, let's spend her 45 Attribute Points and determine her Stats. 

Aww. C'mon. Give it a chance. Could be fun!


I've noticed that Character Creation takes a long time for a lot of people but not me, at least not usually. The reason for this is I try to generate a complete(-ish) picture the character in my head first, then do my best to make that concept using the game I'm playing. This is very much the case here. I'm going to start with Riversprite's worst stat, which I'll say is a 3 in Charm. She's used to living, traveling, and working alone, which makes her socially awkward and not much of a people person. 

Her two highest stats will be Journey and Spirit, both a 7. She is a gifted Mage, very attuned to nature, and has been surviving on her own through rough terrain and weather for some time. 

To fill in the rest of the Attributes: Agility 6, Body 6, Craft 5 (I'll want to improve that at some point I think), Luck 5, and Mind 6. Done. Easy peasy. 

As for Knacks, I know exactly what skills I want for her, though I am only now deciding how many points to put to each. She will have Animal Magic, Elemental Spellcasting, Fishing, Foraging, Sailing, Swimming, and Swordfighting. That's eight Knacks and 10 points to allocate to them. 




So...let's put 1 point to everything except Animal Magic, Elemental Spellcasting and Swordfighting. Those are at 2.

Oh, almost forgot, her Archtype is Elf and her Party Role(s) are...hmm...well there is no 'Party' yet but her defining traits at the start of the campaign will be Battlemage, Mercenary, and Survivor.


She's got such range!


She is skilled at Magic, Fighting, and Fighting using Magic. She can weigh the Risk vs. Reward dynamic of any mission or quest she's given based on years of experience plying the Mercenary trade. It might hinder her sometimes as well, since her good heart can sometimes be at odds with her goal of earning coin. Finally, she's the last living member of her family, she's been on her own for decades, and she is just to damn stubborn to die. 

For Anime Powers/Special Abilities I rolled a D6 and got a 6. Cut in half, that's 3 unusual gifts. Let's go with Battle Awareness (an ability I gave to the High Elves of my Aerth setting), Immortal-ish (the ridiculously long-lived nature of Elves and immunity to effects that age you), and Magic Affinity (Elves take 1 less Spell Fatigue when they are afflicated with that effect). 

For her equipment, I figure she has fairly standard adventuring gear; Rope, Torches, Flint and Tinder, A Fishing Pole and Medieval 'Tackle', Tent Sheet and a Blanket, a Spellbook, etc..

Her Signature Item is The Homey Haversack; a soft, black leather bag that can be worn as a backpack, slung over one shoulder, or slung across the body. It has some...peculiar but extremely useful features...which I will describe in the next post [most likely]. 

Her Armor, well, I picture chainmal with some plated areas. She isn't tremendously tough or quick so I am going to spend 4 Gold to give her an Armor Protection of an additional -2 for a total of -3. Because I spent Gold instead of taking an Agility Penalty, the Armor is of such quality that it doesn't hinder her (A Protection of -1 is automatic. Additional -1s require lowering your Agility by -1 or spending 2 Gold). 

My choice of Free Weapon is a Long Sword (Damage 2). Going to spend another 3 Gold right here to get a Dagger (Damage 1) and Medium Bow (Damage 2). She's not skilled with either but maybe she'll improve with practice (XP). 

Beginning with 10 Gold as any Player Character would, she is now at only 3. Yikes. My girl needs a quest ASAP! 

The final starting Character Sheet for Raelyn Riversprite looks like this:



And there we are! I like her. I really like her. And making her up was actually fun! Fun Fantasy RPG Character Creation! I can hardly believe it. If I hadn't been there myself I might not to be honest. I am really looking forward to seeing where I can take this little endeavor. 

Come along with us!

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Barking Alien





Friday, July 10, 2026

What's Fun for Me

The title of the post is both a statement of intent for what I want to talk about but also a question, which I pose to myself; what is it that I enjoy about running and playing Tabletop Roleplaying Games?

This isn't my first time asking myself this. Nor is it the first time I've discussed the answers with all of you. Far from it. What makes this time special? Well...nothing really, other than the subject is on my mind. 

Oh, there's also the matter of a Solo RPG experiment I'd like to try...




Basically, I have two concepts for Solo RPG campaigns, both designed to explore and test out ideas I want to implement in my next long term, open world campaign. I don't believe I'll be able to run both games and so part of what I want to do here is determine which of these two options is the best choice.

Many of the features of the two campaigns will be alike as they share similar DNA: both are open world/universe games, both feature a great deal of player agency, and are going to be 'run' by me (in so far as Solo RPGs have a game facilitator).

Some things may work in one game but not in the other. Some may require tweaking or even need to be heavily reworked in order to fit in a given game. My hope is that the games can both accommodate all the wild antics I have in mind but we'll see. 

As noted above, I can probably only do one of these at a time given various time and obligation constraints, some I'd love to know which one you'd all like to see.

#1. Journal of a Mixed Elf Mercenary Hero




Likely set on my 'D&D-But-Not' world of Aerth, the campaign would follow a young Female Elf of mixed heritage (High Elf and Sylvan Elf) who travels from place to place slaying monsters, defeating brigands, and other such work in exchange for food, shelter, and [I'm thinking] information on the whereabouts of some fiend who decimated her village and killed her family. Yeah, kind of cliche' but it works for this kind of thing. 

The Solo PC would be a Female Elf from a village on the outskirts of Namredel, a nation of Elves of mixed lineages. She herself is descended from a line of High Elf Warriors and Sylvan Elf Mages (though not everyone in her family tree was either a fighter or a magic-user. I'm sure they had shopkeeps and blacksmiths). I see her having 'Nature Magic', spells related to plants, animals, the four elements, and weather. She might seem like a Druid but she comes at it from a very different angle. To me, Druids are Spiritual/Supernatural, while Wizards have a gift that requires study, practice, and skill to use effectively. 

I am curious to explore the character, her personality and interactions, see her in action, develop the world on a smaller more intimate level, and [with any luck] figure out how to create a Medieval Fantasy TRPG campaign that I actually enjoy. I tend to really like my Aerth games but that's largely because of the Winghorn Guard concept, which is actually more like Superheroes than D&D-like Fantasy. By not making her a Winghorn Guard member I am challenging myself to figure out, 'well then what do you do in this setting and how to you go about it'. 

One of the biggest difficulties (and one reason I'm much less into Fantasy) is the lack of dedicated lodging and easy travel. A single PC, or a small party for that matter, can't get from place to place as easily as say, a bunch of flying Superheroes or the crew of a Scout Starship. The whole 'murderhobo' dynamic, sans the murder of course, still leaves one a homeless wanderer. No base to speak of and you know how much I love bases. I could give her a boat or small ship. Hmm. Have to think on this. 

The primary inspirations for this campaign are my previous adventures on Aerth with and without The Winghorn Guard and various Anime/Manga Fantasy series like Delicious in Dungeon, Frieren: Beyond Journey's End, and others. 

UPDATE: If I go with a Fantasy game, I may not use my Aerth setting after all. As much as I love it, and I do, it isn't a 'traditional' Medieval Fantasy world in many aspects and I feel like creating something new. 

#2. Diary of a Well Meaning Galactic Outlaw




Set in the Star Wars universe, this campaign follows a Smuggler during an unclear period post-Return of the Jedi/The Battle of Endor, roughly around the same time as the first two Seasons of The Mandalorian. Our 'hero' is a Female Togruta trying to get by in the Outer Rim Territories of the galaxy, with [probably] a price on her head. I see her having done something positive and just while working for a space crime lord and it caused her to fail the job he gave her. No good deed unpunished kind of thing. 

Our PC is, as noted, a Female Togruta (same species as Ahsoka Tano) Smuggler with a decent Light Freighter starship, exceptional piloting skill, a pretty good fighter, and maybe a droid sidekick and/or a co-pilot friend. Not sure. I do want more characters to join her as the campaign goes on but I'm not certain how many allies she should start with. 

In classic Star Wars fashion, her ship is her conveyance, her home, her protector, and in some ways her best pal. It's a little old, kinda beat-up, but it has some kind of unique advantage. Like, for example, maybe it has improved Shields or great Sensors or even a secret Weapon but it's prone to malfunctions and isn't as fast or maneuverable as she'd prefer. Something like that. 

The main obstacle with this kind of campaign is keeping it fresh and exciting. At this point, we all know Star Wars (or at least most of us are) and it can feel like there's nothing new under the twin suns. At the same time, most people I've met tend to play Star Wars RPGs a little differently than I do. I like to mix the swashbuckling action and adventure of it with a cozy, 'slice of life' kind of feel. I love the idea of playing someone who just lives in that universe. They aren't a 'Hero of the Rebellion' or 'The Last of the Jedi'; they're just people doing what they do in this epic, Space Fantasy setting. I kind feel that way about the first campaign as well. That really is my preferred way of running these sort of open universe games. 

Inspirations here, aside from, ya'know...all the Star Wars, are some very specific influences such as recent [and upcoming] computer and video game releases like Star Wars Genesis, Galactic Racer, Zero Company, Outlaw, and of course the animation anthology Star Wars Visions. There's been come cool Star Wars Manga too such as Path of the Lightsaber and Tsukumo, though I don't intend for our Smuggler to be Force Sensitive. Maybe she'll meet a companion who is...




Anyway, those are my ideas. Which do you think I should go for? Which would you want to read about or play? Let me know in the comments. 

Later,

AD
Barking Alien




Thursday, July 2, 2026

I'll Tell You What I Want, What I Really, Really Want

I am currently running three campaigns. 

One is a bi-weekly game of Star Trek Adventures that my players and I have titled Star Trek: Prosperity. This campaign has been going on for nearly twelve years of real time. It features four players, plus myself as Gamemaster, and is set in a version of The Original Series Era that has run considerably longer than the first Star Trek TV series lasted on television. 

I love this campaign. My players appear to love it. It just keeps going.

The other two are, as mentioned the other day, Superhero games;

One is My Hero Academia: Hero Helpline; basically the premise of the video game Dispatch set in the universe of My Hero Academia. I'm using a Japanese fan-made TRPG called 'Plus Ultra'.

The second is The Legion of Superheroes: Legion Outpost, a Champions 4th Edition campaign following an expansion team of DC Comics' 31st Century Superheroes, The Legion of Superheroes. 

These two are fun. Definitely fun. There are ideas in both of them that I think are interesting to explore. That said...are these the games I really want to be running? Well...

Allow me to start by saying, I don't mean for this post to imply I'd rather be running one of the following campaign concepts instead of any of the ones I'm currently GMing.

OK...wait. No, that is kinda what I'm saying. The RPGs below are what I'd really love to be running if I could run anything I wanted and had people who wanted to play them. Except Star Trek: Prosperity. I would want to run one or more of the campaigns I'm about to discuss in addition to continuing with Star Trek: Prosperity. That doesn't mean I am unhappy with the games I'm currently running, just that these are my current 'dream campaigns'. 

The problem is...I don't know that the games I want to run are ones my current groups of players want to play, especially for a prolonged period of time. They might say yes to a one-shot and truly have a great time with it but I don't think they see the ongoing potential of the ones I'm going to talk about. 

Maybe some do. Hmm. OK. With that...

Ghostbusters




Yeah, I've definitely been slimed by the news of the upcoming Netflix animated series Night Shift but a desire to run a long term Ghostbusters campaign always haunts the back of my mind. 

I love the idea of characters who aren't exceptionally adept or particularly professional facing off against foes beyond their 'pay grade'. At the same time, the PCs do have some special skills and gear to level the playing field (pun intended) and the wits and determination to take down far more powerful adversaries. 

I'm also particularly found of the system I've homebrewed to run Ghostbusters, really a kitbash of the original WEG RPG, InSpectres, and the Year Zero mechanics from Free League's ALIEN game. Add in some of the customizable elements my groups and I have added over the years  - things like unique Proton Packs, alternative Ecto Vehicles, and the PCs' Headquarters - and I really think the game, and the players, would get the most out of an extended campaign, instead of just the occasional one-shot.

The Adventures of Horai Academy!!


This is a game near and dear to my heart that I honestly haven't run in roughly 30 years. And to be clear, even back then I only ran 6 sessions. I'd never run it before that and I haven't had the opportunity to run it again since. どうしたの?

Not only do I love the premise, best described by my friend Ray as, 'Crazy Japanese High School - The Roleplaying Game', but I also feel it has simple, interesting rules that make it a breeze to run while maintaining a certain amount of mechanical depth. Not too much mechanical depth I suppose but just enough to keep me engaged and allow for the kinds of stories and actions the game intends to create. 

Man, I have to do a dedicated post on this game. It's history and current incarnation are absolutely fascinating.

Anyway, I am once again in an Anime/Manga mood and this game would absolutely satisfy my craving for Japanese pop culture and fandom influenced gaming. 

The Smurfs




I haven't run or played The Smurfs Roleplaying Game in a while now and I REALLY miss it. Moreover, I desperately want to produce an ongoing campaign. Not only have I been eager to do this for some time now but I have so many ideas for putting one together that they're burning a hole in my smurf!

In addition to exploring the fun characters that players keep coming up with, I want to continue expanding the world/setting, bring in both new and classic adversaries, and incorporate the base-building element of developing your Smurf House. 

I seriously think a long term Smurfs campaign could be the best Medieval Fantasy RPG you're going to get from me. Hopefully I'll get the chance. Smurfs crossed.

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Sunday, May 3, 2026

A Blue Dilemma

This past Wednesday I received an email from Maestro Media indicating my physical, hardcover copy of The Smurfs The Roleplaying Game Core Rulebook has shipped and is on its way to me as we speak.




Hopefully the package will include the custom dice I added on 'cause who could resist a bunch more themed 6-sided dice, right? (See previous post)

I also got to run a Smurfs one-shot with most of my regular Wednesday night group, my first time running or playing it this year. Next week the group make up will be a little different - the one person out this week will be back but one or two others will be out - so I'll be running it again [with a new scenario] so everybody gets to experience the magic.




This is awesome and I couldn't be happier. Well...unless...unless I could get a full campaign going I suppose. 

In addition to adoring this game for the comedic elements and really liking the mechanics, its turning out to be something I didn't expect...a Fantasy RPG that I enjoy. Crazy right? 

The reason for this can be, at least partially, attributed to my deep dive into the Smurfs' comic book origins, as well as French and Belgian folklore. A curious item I just picked up is a Smurfs 'Graphic Novel' called The Smurfs Monsters, a collection of Smurfs comics that each feature our favorite little blue people facing various fantastical creatures. I feel a potential 'Monster Manual' coming on, taking these beasts and beings and giving them write-ups in the Smurfs RPG. If the cover is any indication, I'm going to be getting some very interesting looking critters. 

If the game has a flaw it's that one of my favorite aspects, creating your very own personal Mushroom Cottage, is difficult to work into play. As I gain more and more experience with the game, I realize this element truly shines in a campaign and is rather tricky to implement during one-shots or even two-parters. 




Usually, the PC Smurfs go on some adventure that takes them out of the village and don't return home until the scenario is complete. Perhaps they are chasing Gargamel, who just captured some Smurfs. Maybe Papa Smurf has sent them out to gather a rare magical ingredient. Whatever it is, the Smurfs are going away from their Smurfhouses and only coming back to them if they finish their quest or get totally Smurfed! 

I imagine in a long term campaign, more adventures and general activities would be occuring in and around Smurf Village and Smurfy Grove. Because of this, characters would be visiting their Mushroom Cottages (and each others') far more often. This, combined with the usefulness of the mechanical bonuses supplied by Smurfhouse, would make the inclusion of these homes more appealing to the PCs and more vital to the success of particularly difficult scenarios.




I've noticed that some players take the idea of a Smurfs RPG 'seriously', while others default to assuming they're playing a silly, comedic 'break' from their regular, more meaningful campaign. This makes sense given the natural of one-shots combined with the Smurfs themselves being comical characters from comic book and animated origins. As someone who has run and played some dramatically rich 'humorous' games, I think that given an open mind and a full campaign, I could get some great Roleplaying and World-Building moments from the Smurfs RPG with little trouble. 

These are just some thoughts I find myself having on a lazy Sunday in May. More to come, not to mention an idea for a new professional project. 

Smurf strong and stay tuned!

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The Smurfs depicted are all original, Player Character Smurfs; all the ones I've seen so far in the Smurfs RPG games I've run and played [that I could remember]. They are:

Row 1 (L-to-R): Fisher Smurf, Adventure Smurf, Science Smurf, Lookout Smurf, Sir Smurfsalot aka Questing Smurf, and Champion Smurf.

Row 2: Smurfamaryllis, Suave Smurf, Apathy Smurf, Smurfcornflower, Brash Smurf, Smurfhoneysuckle, and Gamer Smurf.

Row 3: Smurfpepper, Helpful Smurf, Spelly Smurf, Frontier Smurf, and Smurfanise.

UPDATE: May 4th, 2026, 3:30 pm.

I got it! It is here! 








Sunday, February 8, 2026

RPG Campaign Tour Challenge 2026 - DAY 6

oDay 6-Where shall we start? 

"As a Starfleet Officer, I 'start' wherever I am assigned but before a major mission that is usually a Starbase or other Starfleet/UFP outpost. For our previous 5-Year Mission, the Prosperity operated out of Deep Space 5. Our most recent tour started out from Deep Space 4."

Deep Space 5


Commanded by Admiral George Bankroft, decorated former captain of the USS Colin Powell, Deep Space 5 is an R-1 Type Space Station placed in a strategic position that lies just off the Delta-Therbia-Aamazzara Trade Route. 

Small and lean with very few non-essential facilities or amenities, DS5 nonetheless hosts decently sized rooms for diplomatic events and guests. It is a newer design, quite advanced, and can handle major starship repairs short of having to completely replace parts or sections like an entire nacelle or a whole deflector array. 

The Admiral is a skilled and experienced officer with an excellent staff. He is warm and generally quite charming, preferring a personal approach to administration. He likes to meet with the command staff of any and all starships that visit the station. This approach has rubbed off on his crew and creates a 'cozy' atmosphere to the base.

Starfleet Officers genuinely like stopping at DS5, even if its a little 'barebones'.

More about Admiral Bankroft later in the Challenge. 

Deep Space 4


This H Type Space Station is under the command of Commodore Alastair Strickland, a very serious man with a no-nonsense attitude. Strickland runs a tight station and is not known to stop by to say hello to every tramp frieghter captain who passes through his base. If he thinks you're worth talking to, he'll summon you to his office. Be on time.

Larger but older in design than Deep Space 5, DS4 has a few more 'creature comfort' features. The station has a bigger and better equipped gym than DS5, as well as an Officer's Lounge in addition to its Mess Hall. Commodore Strickland often dines in his own private 'Captain's Mess'. DS4 can handle major starship repairs but because of its great distance from the Federation Core worlds and major trade routes, they have to wait a long time to get highly specific or uncommon parts.

Deep Space 4 is all business. It is where Starfleet Officers go to get things done, even if that 'thing' is to relax. Don't get too comfortable though, as Strickland needs you back out there asap!

If you are a civilian visitor to the region I highly recommend beginning your journey at Rhaandar or Deep Space Station K-12. 

Rhaandar


Rhaandar is the fourth planet in the Rhaandaran System, also known as the Rhaandar System or Alpha Indii. It is the homeworld of the Rhaandarites, a long standing member species of the United Federation of Planets. 

Located in Sector Sierra-10, Rhaandar has the distinction of being one of the UFP member worlds furthest from Earth and therefore the center of the Federation. A lovely destination all its own, it is a quiet, largely pastoral world belonging to a gregarious people. However, it is also one the best places to start a journey into the frontier as the Rhaandarites are excellent pilots and navigators, which a sense of spatial awareness that appears preternatural.

Deep Space Station K-12


Orbiting the second planet in star system HD 132648, Deep Space Station K-12 is a Federation civilian outpost with a strong Starfleet presence. It's overall design is typical of K Type stations but it's interior definitely shows evidence of being customized to accommodate sector locals and Starfleet personnel. 

The station hosts more art and cultural locations and activities than is typical for an outpost this size, especially one located this far into frontier space. It has an Art Gallery with rotating exhibitions that offers art classes and workshops. There is a small but well done Earth-Romulan War Museum, along with a Memorial Sculpture and Plaque.

Most of the restaurants and lounges broadcast local music and sporting events on multiple screens. Of particular note is a 'Family Style' restaurant that serves food from across the Federation, with a heavy emphasis on Earth cuisine. Another very poplular and well regarded restaurant is 'Sha'Shee Pree Hom' or 'Where We Eat', an Andorian establishment that is considered a bit more 'upscale'. According to an acquaintence of Commander Bhoth, the independent Andorian Merchant Shelev, the Thuush is especially good, tasting very much homemade and not in the style of Lor'Tan or other major cosmopolitan areas but more like that found in rural countryside regions. 

The station is located above an M-Class planet simply known as HD 132648-II, where an annual 'Hopper Race' is held and open to both civilians and off-duty Starfleet Officers. Participants must assemble their own Hopper Craft from the spare parts of shuttlecraft and other small ship found strewn across the hills of the Northwestern Hemisphere. Originally most of the parts were wreckage from the Earth-Romulan War but later various powers and individuals dumped such discarded components there before the UFP took it over. Once assembled, the Hopper crews try to complete an obstacle course before their competitors can.


"This year I was pleased to be asked by Lt. Charlie Wilder to serve as his Co-Pilot and Navigator when he entered the competition. Along with Ensign Mayfield and Ensign Megop from Engineering, we packed into an old Starfleet Orbital Transfer Shuttle with replacement engines and won! It was so much fun! If you are a talented pilot and know some good engineers I highly recommend giving it a try. 

See you out there!"

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Barking Alien