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Running a Warcraft Campaign
While all but torn apart by decades of brutal warfare, not everything on Azeroth revolves around combat. Still, "peace" is a word unfamiliar to many. The various nations of the world are constantly embroiled with political intrigue, betrayals, and treachery. A Warcraft RPG campaign should have plenty of combat as well as complex machinations. It should convey a sense of turbulence and high drama excitement and impending doom. After all, wars can, and have, begun from the slightest of slights in a king's throne room!
The time following the war with the Burning Legion represents a significant turning point in history. The world lies in ruins. The Alliance of Lordaeron was fragmented, and the undead have overtaken Lordaeron itself. The Horde is free of its ancient bond to the demons of the Burning Legion, but it has lost all it once fought to conquer. The night elves sacrificed their immortality and work to heal their ravaged homeland.
Though so much is lost, the future opens wide with possibilities.
Later sections in this chapter will address themes that you may want to touch on in specific campaigns. When planning a Warcraft RPG campaign, however, considering your campaign goals as a whole is a good first step.
Every adventure in your campaign is the next chapter of a grand tale in the epic Warcraft tradition. You do not need to know every chapter before you begin telling the story - usually, the story feels less interesting if you do, and you cannot respond as well to unforeseen actions taken by the heroes in your campaign. Nor must every adventure be a crucial moment in the large plot. Sometimes an adventure that can be completed in a single gaming session can give heroes a sense of accomplishment that allows them to refocus on larger goals.
Yet initially deciding upon an overarching plot your campaign can give it a structure that make it consistent and memorable. This overarching plot may also help inspire ideas for individual adventures while making certain that the larger course of the campaign stays on track. Most importantly, it helps you to place your heroes at the center of the action.
Following are some general campaign types that you can tailor to create your campaign:
Campaign Types- Diplomacy: A tenuous peace lies between the races and factions on Kalimdor. The Alliance, the Horde, and the night elves banded together to defeat the Burning Legion and have since spread to different parts of Kalimdor. The scars from generations of warfare do not heal quickly, though, and whether the orcs and humans can avoid a new war remains to be seen. Night elves have even older conflicts with high elves over the nature of magic - philosophical differences that almost destroyed the world in the era that led to the War of the Ancients. Even the unaligned races such as furbolgs and murlocs live defined by the conflicts between them.
What Kalimdor needs are peacemakers.
Diplomacy campaigns can take heroes across the land on missions to negotiate new treaties or enforce standing ones. With opportunities for heroes to succeed with a quick mind and a clever tongue as readily as fast reflexes and a sharp sword, diplomacy campaigns give heroes of all sorts chances to shine. High intrigue, encounters with some of the most powerful people in the land, and a constant battle with the threat of war are the hallmarks of a diplomacy campaign.
Some ideas for a diplomacy campaign might include arranging for night elves to accept high elf wizards who want to study the ways of "uncorrupted magic"; keeping the peace between nighboring human and orc villages; and heroes of any faction trying to get an unaffiliated group (such as centaur or quilboar) to join them.
In contrast, a campaign of a darker bent could focus on a group of heroes dedicated to sparking a war rather than preventing one.
- Dungeoneering: Caves and ancients ruins dot Kalimdor's landscape, from the Barrow Deeps beneath Mount Hyjal to the titan excavations at Bael Modan. The collapse of the Well of Eternity shattered the ancient cities of the Kaldorei, and the locations of their remains are lost to history - their secrets awaiting discovery by intrepid explorers and adventurers.
The discovery and exploration of ruins and dungeons is a classic staple of fantasy campaigns. Campaigns that string together a number of dungeoneering adventures might be part of a quest, or heroes may be seeking out ancient treasures to gather wealth for themselves or their faction. When designing adventures for a dungeoneering campaign set in Warcraft, however, remember the world's rich history. Plundering a tomb will almost certainly have consequences, and the sealing away of an underground complex was almost certainly done for a reason.
OIn a dungeoneering campaign, the Alliance might send a group of heroes to accompany a dwarven explorer entering titan ruins. The night elves will need heroes willing to return to the Barrow Dens and make certain that demons from the Burning Legion are not hiding in the caves. A dungeoneering campaign might even take heroes to a number of ancient burial grounds on a quest for the tomb of a Kaldorei hero.
- Espionage: The Alliance and the Horde may have a truce, but that does not require them to trust one another. Both train and employ spies to ensure a constant stream of information about the opposition. The night elves remain concerned about the "demon-corrupted" magic their high elf cousins employ and pay for information on their brethren as well as all the other newcomers to Kalimdor.
An espionage campaign can throw heroes far behind enemy lines with little support and with secrets - their true identities, their true masters, and their true missions - that they must protect at all costs. At the same time, they often work covertly to discover highly protected information. GMs who want to keep the level of tension high in their adventures and heroes who relish the thrill of working undercover will enjoy espionage campaigns.
A hotbed of espionage on Kalimdor is the newly founded goblin city of Ratchet, one of the few places where members of all races and factions interact freely. Yet espionage campaigns could involve a group of orcs sent by the Horde to spy on Theramore, Alliance scouts sent to report on the tauren homelands in Mulgore, or heroes sent by a group of high elves to watch over the activities of the druids.
- Exploration: The Alliance and the Horde have established colonies on a new continent about which they know little. The orcs have allied themselves with the nomadic tauren, and their journeys with the tauren could take them far from their new homes in Durotar. The Alliance has established the central fortress of Theramore, which serves as a base for Ironforge dwarf expeditions looking for the secrets of their heritage. After the destruction wrought by the Burning Legion, the night elves must explore their own homelands to find what dangers might yet remain.
An exploration campaign forever points heroes toward the frontier, taking them on a neve-ending tour of the unknown. The heroes may have a specific goal in mind, or they may journey into lands never before traveled. For GMs, exploration campaigns offer the opportunity to fill the blanks on the map of Kalimdor with excitement and adventure.
Possible frameworks for an exploration campaigns include a search for titan ruins and artifacts, mapping a new trade route between distant cities, or the journey home for a group of escaped prisoners.
- Horror: Kalimdor holds the promise of a bright future for the Alliance and the Horde, but that future is thrown in sharp relief by the darkness that lurks throughout the land. Undead, satyrs, and corrupted ancients wander the Felwood's blasted forests. Demons and their mortal minions hide in shadows, plotting revenge against the world that humbled them. Deep inside the earth, creatures that have hidden from sunlight for thousands of years wait for adventurers foolish enough to come to them.
A horror campaign takes heroes to the darkest corners of Kalimdor and pits them against the most fearsome of monsters. Survival is a possibility in a horror campaign, but never a certainty. Heroes can be stalwart champions of good sent to combat the darkness or those of more dubious morality who run the risk of being consumed by the very evil they hope to destroy. Horror campaigns require GMs who can balance their game in the narrow gray shadows between hope and despair and heroes who are as eager to confront their own mortality as they are monsters and demons.
Though Felwood is the obvious setting for a horror campaign, other horror campaigns might involve monster hunting in th murky depths of Dustwallow Marsh, rooting out any members of the Cult of the Damned that might be hiding among the Alliance or the Horde, or heroes captured by demons plotting once again to strike out at Kalimdor.
- Mercenaries: Though most of Kalimdor has sworn allegiance to one faction or another, some look out only for themselves. Some were once part of the Horde, while others belonged to the Alliance. At times, they are gathered together into armies; other times, they are small groups hired for unique and particularly dangerous tasks. They work for anyone with the gold to meet their price. They are mercenaries.
A mercenary campaign means that heroes leave behind all the benefits of being part of a faction in exchange for a chance to seek their own destiny. Of course, their choice of destiny is sometimes determined by their search for someone to pay them for their skills. Those who choose the life of a mercenary, however, do so for the constant excitement of battle and journeys to strange new places. As their employers are the orc who hire others to do difficult jobs - and in turn, their companions are the type whose loyalty can be purchased - trust (or the lack thereof) is often a theme in mercenary campaigns. If your heroes enjoy being buffeted by the winds of fate and are willing to trade what they believe in for a sack of gold, a mercenary campaign allows GMs to use potential employers to pull heroes into adventure.
A mercenary campaign might have heroes hired by an Alliance soldier who needs help to rescue his kidnapped family, or it may have mercenaries paid to journey into Felwood to recover night elf artifacts. Though the call for mercenaries to join armies has fallen silent in the current peace on Kalimdor, mercenaries who gather in Ratchet have no trouble finding work ranging from protecting wealthy nobles to joining bandit gangs.
- The Quest: Warcraft is full of quests, from the journey Malfurion Stormrage took to find the demigod Cenarius during the War of the Ancients, to Prince Arthas' ill-fated search for Frostmourne. Kalimdor is a new land full of ancient mysteries and magic. The Ironforge dwarves search for titan ruins and artifacts, and the night elves seek anything that will help to cleanse their land of the Burning Legion's taint. Kalimdor offers a land with legends and artifacts that can be investigated by heroes of any affiliation for any purpose.
On a quest, the heroes are dedicated to a difficult and fa-off goal. Their goal can be a person, a place, or an object, but reaching it cannot be easy. The obstacles that lie on their path should seem insurmountable and quite possibly fatal. Yet the reward should be worthy of the risk: a good quest will empower the heroes at its conclusion, and a great quest may allow them to save the world. Quest campaigns are good for GMs who enjoy challenging their heroes and for heroes who are determined to overcome those challenges.
Possible goals for quests on Kalimdor might be a legendary titan city not yet fallen into ruins, an artifact that could heal those infected with the Scourge, and a long-lost druid of the wild wandering far from the lands of the night elves.
- Settlement: Outside of a few very limited places on Kalimdor, nearly everything lies in the wilderness or in ruins. The night elves work to rebuild a homeland pillaged by the Alliance, the Horde, and the Burning Legion. While the Horde travels with the tauren, the orcs will likely begin building villages along the paths of their wanderings as they spread out from Durotar. The Alliance has claimed Theramore, but soon the island will not be large enough for the Alliance's growing population.
Kalimdor remains a wild and dangerous land, and a settlement campaign can be built around heroes carving out areas of safety and civilization. Elements of exploration might be included while they locate the proper area, along with elements of diplomacy if there are already local inhabitants. Finally, even after a settlement is complete, the battle remains to maintain it against everything from bandits and raiders to natural disasters. Settlement campaigns are perfect for heroes who like to play the role of jack-of-all-trades and find a sense of accomplishment in everything from battle to working with their hands.
Any number of areas on Kalimdor would be perfect for a settlement campaign. Among them are the Alliance's and the Horde's attempts to settle Dustwallow Marsh and the incredibly difficult task the night elves face in reclaiming Felwood Forest. Goblin trade princes might hire a group of heroes to build new trading posts in the wilderness - a job that could take them anywhere on Kalimdor.
- Survival: When the Well of Eternity collapsed, so did elven civilization. The night elves and high elves alike needed centuries to rebuild their homes and culture on two continents... just in time for the Burning Legion to return and destroy everything anew. In the aftermath of war and cataclysm - or even when simply stranded in a foreign shore, as the Alliance and the Horde were upon their arrival in Kalimdor - survival takes precedence over everything else.
A survival campaign has much in common with an exploration campaign, as heroes find themselves in faraway and possibly hostile territory. In a survival situation, though, heroes are cut off from any support and find themselves forced to be entirely self-reliant. GMs define the situation in a survival campaign, and the heroes must decide how they proceed. Will they attempt to build their own village and await rescue? Will they venture to travel home? How will they get the weapons, food, and shelter they need to survive? Heroes in a survival campaign must be willing to roleplay their answers to these questions, though GMs should be certain that continued survival provides the appropriate sense of accomplishment.
A shipwreck might launch a survival campaign with a group of Alliance heroes stranded in Darkshore, far from Theramore. Orcs of the Horde might hire the services of a goblin zeppelin to scout southern Kalimdor, only to have it crash in the Tanaris Desert. Members of either faction might be exploring in the Stonetalon Mountains and find themselves trapped in the passes by a furious windstorm or sudden avalanche.
- Trade: As culture spreads across Kalimdor, merchants and caravans lead the way. Bringing food, cloth, wine, and other trade goods to markets from the smallest village to the grand bazaar of Ratchet, merchants can only connect distant places by traveling the leagues between them. On Kalimdor, the goblin trade princes maintain a network of trading posts that gives them dominance over trade - even if some of their merchants are driven crazy from the isolation while they wait for customers. Yet as the Alliance and the Horde become better established on Kalimdor, their merchants and traders will travel the routes pioneered by the goblins.
In a trade campaign, heroes can play the part of merchants leading a caravan or of guards hired to protect a caravan while it travels across Kalimdor. In some ways, a trade campaign is much like an exploration campaign with higher stakes - a merchant caravan carries goods that make it an almost irresistible target to bandits and thieves.
A trade campaign could be built around the efforts of the Alliance to establish trade with their allies among the night elves in Moonglade. As trade is a new concept to a race more accustomed to pillaging whatever is needed, a Horde campaign in which the orcs attempt to establish trade with anyone at all could be quite an adventure. Of course, as even goblin trade princes always need heroes who would defend their cargos.
- War: The battles among the Kaldorei that brought the world to the edge of ruin, the wars between the Alliance and the Horde, the invasion of the Burning Legion - wars mark the largest milestones in Warcraft history. The Warcraft computer games tell the story of many of these battles. Though the times of the Warcraft RPG is an era in which a semblance of peace has emerged for the first time in generations, war may once again wash over the land in a bloody tide.
A war campaign can place heroes anywhere from the commander's tent to the front lines of a massive battlefield. While it can provide for more combat than any other sort of campaign, GMs should think carefully before launching a war campaign in the Warcraft world. As shown in the computer games, wars tend to reshape the world. Without considering the political and even geographical repercussions of a war, a war campaign can simply become a series of meaningless battles rather than an epic cast in the Warcraft form.
On Kalimdor, the grudges from two generations of warfare kindle the possibility that war might once again ignite between the Alliance and the Horde. The night elves' mistrust of high elf magic could become a campaign that would pit one race against the other. Smaller, more regional war campaigns might explore the battles between tauren and centaur or the struggles of the goblins to claim the oilfields of the Thousand Needles.
Combining Campaign Types
Once you have established the shape of your campaign, you likewise establish the heroes' expectations - potentially leading to a campaign lacking in surprise and wonder. Incorporating elements of another campaigns type can help to reinvigorate a flagging campaign or at the very least provide a refreshing change of pace.
A diplomacy campaign might involve some espionage adventures, or the heroes of a trade campaign might suddenly be stranded far from home and find themselves in a survival adventure. In the midst of a war, a group of soldiers might be sent on a quest to recover a crucial magical artifact or explorers might stumble into a land of horror adventure.
Sometimes, these changes involve only a few adventures, after which your campaign can return to its planned course. If you find that you and your heroes are enjoying the new flavor of the campaign, however, you may choose to change the shape of your campaign permanently. The Warcraft RPG is a game first and foremost, and your should take whatever steps are necessary to ensure that everyone continues to have fun.
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