Friday, October 4, 2024

What's a Campaign? (Part II)

Yesterday, I pointed out a section in The Traveller Adventure that describes it as a campaign and then defines a campaign as "a complete set of adventures which provides a slowly unfolding drama to explore, investigate, and conquer." As I reflected on this, I was reminded that the subtitle for Shadows of Yog-Sothoth, the first stand-alone adventure for Chaosium's Call of Cthulhu, is "A Global Campaign to Save Mankind." So, what exactly is a campaign, at least in the view of Chaosium, circa 1982 (a year before the publication of The Traveller Adventure)?

The introduction to Shadows of Yog-Sothoth includes a "How to Use This Book" section that provides some insight into this matter, though, as we'll see, there are still complexities to be explored.

Shadows of Yog-Sothoth is divided into two main sections. The first part is a lengthy campaign of seven scenarios, from which the entire book takes its name. The second part is much shorter, and is a pair of bonus scenarios; unrelated to the first part, or to each other.

The first part of the book is meant to be played as a fully campaign, and those scenarios should be followed in the order that they are laid out in this book ...

As with The Traveller Adventure, we say a campaign as being defined as a collection of linked scenarios built around a common focus, in this case defeating the plans of "a sinister occult organization, led by the evil Lords of the Silver Twilight," as the introduction goes on to explain.

Speaking of the introduction, a later paragraph sheds some further light on the meaning of a campaign. After discussing how the campaign is structured – seven scenarios, each of which leads into the next one – it goes on to say:

If your particular mode of play is not suited to a series of linked adventures, such as this book consists of, the individual scenarios may certainly be played by themselves.

This sentence suggests that Call of Cthulhu has two "modes" of play: one based around individual scenarios and one based around "a series of linked adventures," which is to say, a campaign. Interestingly, the back cover of Shadows of Yog-Sothoth describes itself as a "scenario book for the CALL OF CTHULHU role-playing game. SHADOWS OF YOG-SOTHOTH is a seven-chapter tale of horror and suspense." Here, each integral scenario of the campaign is likened to a chapter, the whole – the campaign itself – being called a "tale of horror and suspense." 

Chapter VII of the second edition of Call of Cthulhu bears the title "How to Play the Game." Here, we once again see that a "campaign" is defined as being made of several scenarios that 

ought to be arranged like the branches of a tree. The players start out fooling around with the very tips and edges of the mythos, where there are dozens of myths, legends, clues, and adventures. As they gain knowledge and experience, the investigators will work their way inwards, where there are fewer happenings, of greater importance. At the center of the mythos reside the hideous Elder Gods in all their reality. The final goal of play may well be to save this planet and force the retreat of Cthulhu and other space beings. Becoming powerful to do that may take years.

Words like "scenarios," "adventures" and even "play" are used without precision. Are they all the same thing or are there fine distinctions between them? Where does a campaign fit into all this? That's why I find myself wondering whether anyone at Chaosium at the time had a clear sense of it themselves or whether we, in the present, are expecting a degree of clarity that no one at the time needed, let alone expected. Still, it's yet more grist for the mill as I delve more deeply into campaigns, their meaning, and how they were run during the first decade of the hobby.

11 comments:

  1. If it is helpful to note, those of us who came to the new type of game during the 1970s and had been wargames tended to view campaigns as the word is used in a military history context. Taking WWII as an example there is the campaign in North Africa, etc. It is a flexible term that can be broadened or narrowed as needed. Scenario is also a term borrowed from wargaming. Obviously RPGs would take these ideas into new creative spaces giving them new connotations.

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  2. Both of your last two entries on the nature of a campaign got me thinking about the distinction between "adventures" and "a campaign."

    You've written at various times about "one-shots," usually in the context of modules that came out of various conventions, I think. That's a fine way to play an RPG, and may be the best way for groups who can't reliably get together on a regular basis, and/or who may want to switch up the DM or even the game played from session to session.

    It's not how I played D&D or any other RPG, at least in theory. My friends and I played a few sessions of Gamma World, a few of Top Secret and one or two times we played a superhero game I can't exactly recall, but in each case we at least intended the games to last longer than they actually did.

    For our D&D campaigns, one of which lasted a couple of years with the same DM and players, we went from adventure to adventure in the same game world. Regardless, the games ended not with a denouement, but because we rant out of steam or in the years-long example because we graduated high school and went off to different colleges.

    My guess is most "campaigns" end this way but from the example you cite in this post and one or two other entries on your blog I could see the value in starting a campaign in which the DM (and possibly the players) all recognize from the outset that there is an anticipated end-point. Defeating the ultimate enemy and saving the world, for example or something else which, being achieved provides a natural end-point to the campaign.

    I don't think I'd considered it before you started writing on the topic, but I guess my definition of a campaign is when a group of (more or less the same) people get together on a regular basis to play a game with the expectation that their actions in each discrete "adventure" (even if such adventure takes multiple sessions to resolve) will affect the world in which the game is set going forward.

    It's the expectation that your the effect your actions have on the world persist that matters, I think, and the real distinction between playing a one-off tournament-style adventure and playing in a campaign.

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  3. I suspect paraphrasing the old saw about obscenity - "I can't define a campaign, but I know one when I see it" - may be most applicable to these terms, but perhaps couching these definitions in literary comparisons might be a helpful way of thinking of things.

    If a session is a chapter in a book, an adventure might be a book unto itself and a campaign a series of novels. There might be a proper conclusion to a series (eg Lord of the Rings), or it might just run on for years (hello, Remo Williams), but there's usually some continuity of characters and events that builds over time.

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  4. Oddly enough, when I first encountered Call of Cthulhu -- a game known for its published campaigns -- I played it for years as a linked series of single adventures. Only years later did I play my first "proper" Cthulhu campaign.

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  5. When Shadows hit, we already had fairly clear understanding of the relevant terms.

    Session for an individual time period of play.

    For a given story (raid the dungeon, rescue the princess, explore the haunted keep, whatever) scenario/adventure/module became interchangeable, but we generally used "module" for published stuff.

    Campaign was the collection of linked sessions and scenarios with the same (or mostly same) characters...even if they didn't have a unifying theme like Shadows or Masks.

    Just all seemed to fit pretty clearly back then.

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  6. Yes, "we" in the present expect a degree of clarity that no one at the time needed, let alone expected. That's right.

    Except for the _pronoun trouble_, that is. We do so need to sperge out on this now!

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  7. I always went with the idea that a campaign was a series of sessions where they players promised to show up and largely did. :)

    I had a campaign or two where every player stopped playing but were replaced by new players, only to have the old players return months later. This was due to people joining the military or going to college. It got hairy as there were several nights we had 14 players show up to play. Those would turn into marathon nights, lasting 6-8 hours. And I always found out the night of rather than in advance.

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    1. Campaigns can have a bit of the Ship of Theseus going on over time, both with replacement PCs and the players themselves.

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    2. You can really have that Ship of Theseus feeling when there is long term campaign goal where the party finishing things doesn't have much left of the party that started things off. My current Hyperborea campaign has lasted long enough that I and my players sometimes feel this.

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    3. I don't think we ever got 14 people to show up for anything in our little neighborhood of 94 single-family homes, except maybe, maybe to play dodgeball. Trick or Treating, I suppose. Our steady D&D group was usually 4-6 people, depending on whether Bird & Magic were playing. Admittedly we took the works down into the woods to avoid parental supervision, and played for six hours at least, with a pause to walk to 7/11 for a Big and Snickers.

      I don't think I could get my 26-year old son to spend a day like that if I paid him a million dollars. But then I can envision him looking-up "poison ivy" on his cell phone while peeing in the bushes.

      I'm starting to think I need to thank my parents again for my childhood.

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  8. Depending on how you play CoC and how the adventures are structured one shots (which could last multiple sessions) where maybe one or two characters survive seem pretty genre appropriate.

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