In Part 1 of this series, I talked about setting up and planning a 3-session mini-campaign, with a focus on online play specifically (although most of the techniques are just as applicable to face-to-face play). Here, I’ll talk about what to put in Sessions 2 and 3, and where to shift focus.
Between 1 and 2 – Review, Check Focus, Get Feedback
After Session 1, you’ll have a good idea how well your drafted plot is going to fit into the group of players you have. It’s a good chance before the next session to look at your plans for Sessions 2 and 3 and see if they will fit. Also, if the players have established or given detail to any NPCs or parts of their backstory in Session 1, you should try and incorporate them into the coming sessions, to give them a sense of placement in the world.
I’m terrible (which GM isn’t?) at getting feedback from players, and now is a chance to check in with them if there’s anything they like or don’t like about the way the game seems to be going. If any want to tweak their characters, this is a point where I’d let them, after they’ve seen them in play. I’d also be quite generous with experience and rewards as PC development also makes the campaign feel more epic.
Session 2 – Walk Across Middle Earth and Have Some Fights
As the subtitle suggests, you’re looking at The Two Towers here; characters should be developed enough their personalities should be emerging through play, so this session should be a fast-paced series of challenges and activities that give context for character development and roleplay.
In terms of pacing this session, it’s likely that if you gave the characters multiple options at the end of Session 1 you have to make whichever solution they pick the most interesting, and I don’t think there’s anything wrong with this in this format of game (or, basically, ever – but I think that’s another discussion to have!). By the end of this session, the PCs should be in no doubt that they are approaching the climax of their quest – if your game calls for a climactic confrontation at the end, feel free to end Session 2 just before it – don’t feel you need to save extra content for Session 3.
Session 3 – Final Confrontation, then Jumping on Frodo’s Bed
By this stage, you probably have a fair idea of any subplots that your PCs have developed in advance of the final climactic battle, and it’s a good idea prior to this to have a look through this and try and re-incorporate any loose ends into the session. The majority of this session will be the final confrontation with the ‘enemy’ you have set up, and you should pull out all the stops for this. This is the stage at which you can, and should, put up the “death flag” and be prepared for PCs to make the ultimate sacrifice; leave the players in no doubt that this is the end of the campaign.
But leave enough time for a look at the world after the end of the campaign too, to set it in context and provide some finality for the characters that your players have invested in. It doesn’t have to be quite as corny as the scenes in Return of the King where they all visit Frodo, but short vignettes of each PC’s life immediately following, and perhaps further in the future from, the climax of the adventure help to set the game in context.
So, that’s my plan to get more online play into my life – although most of the plans are taken from running short campaigns in real life. What are your online gaming plans to make finite-length campaigns easy to schedule? Do you have any other preferred methods for online play, or have a favourite medium to use for it? Hope to see some of you at games in the future – either round a table or at the other end of a Hangouts screen!
[…] one-shots. Also, if you want to stretch it out to 3-sessions, there’s part 1 and part 2 of a post discussing […]