
Here I present you a plan, originally made by Joseph Cambell, based on various similarities in myths and legends from different parts of the world. It suits books and movie scenarios, so it suits RPG as well. You can combine it with Campaing Plan. Let’s get to the point. This is a plan of what can (should) happen in an adventure and in what order.
1. Ordinary world
Everything is normal, players hang around doing nothing special, looking for some work(quest) but nothing serious happens. Calmness, peace, tranquility.
2. Adventure!
Something happens, something bad. Players get involved into some sort of intrigue. The world is no longer peaceful.
3. Character’s resistance.
Players have a difficult choice to do. Go “save the world”, take the adventure, or resign and walk away.
4. A wise old man.
Somebody (w-o-m) tells them what to do, what they have to do, what difficulties they will encounter etc. The wise old man can be both a person or an organisation.
5. New World.
Character’s explore some completely new world. Full of new experiences and possibly side-quests. It may be a different region, but also a different city or a lord’s castle they have never been to before.
6. Trial, allies and enemies
They fight, they seek answers, they make difficult choices. The explore the “new world”.
7. The villain’s cave
The tension gets bigger, the players find villain’s residence, a final battle is going to begin.
8. Suffering.
PCs lose, but this defeat should give them power to raise once again. The enemy is strong and kicks their butts. The characters want revenge.
9. Seeking strength.
Players know the enemy is strong, but also know that he has some weak points too. They are looking for ways to destroy him, they are getting stronger and preparing.
10. The way back.
Players are coming back. At the time the villain probably did much harm to PCs and the world, and his allies keep attacking players.
11. The revival.
A final epic battle, won by the players this time.
12. Home sweet home.
PCs come back and they get a reward, whatever the reward may be.
That’s all. I have got a feeling the topic deserves more place. But I have lot of things to do lately, and well, that’s all. Do you like the plan?
image by Laurent.
Just to be sure that there is no confusion, Campbell’s hero’s journey is in no way universal. There are several stories among tribal cultures that have nothing to do with hero’s journey.
Personally I would not use such a plan but would rather have it develop organically in play. If the players or their characters get lucky and kill the BBEG on their first attempt, there will be no defeat, and such shall be this story. Likewise, I seel little point in assuming the player characters will win in the end.
(You might want to fix the link, which has an extra http// in the url.)
You are probably right, but I still think it is a good way to plan a campaign with a journey involved. However, keep in mind, that it doesn’t have to be journey in a “geographical” sense.
Link fixed, thanks.
As mentioned above, steps 7/8 shouldn’t be forced. A lot of cautious players don’t get much of a chance to do this in order– either because their research indicates they need to do step 9 first, which makes the villain fight harder to predict. Similarly, predetermining step 11 takes the challenge and tension out of the game.
If it works for you and encourages great ideas, seize it and design. Just don’t script the PCs wins, losses, and actions.
As most of the stuff on this site, its main purpose is to serve as inspiration. Just so you know, that after step 8 it is good to do step 9. It is not like THIS HAVE TO HAPPEN. However, if you follow this steps in your campaign, it can give quite good results.
I also think that most games end after Item 7. Most games are not set up in case the players are defeated (Item
and will typically result in a TPK. Unless the DM/GM has established how the defeat of the PC’s doesn’t result in a TPK, this will work.
Additionally, since books and movies are fixed, this type of scenerio can work. Throwing the PC’s into the mix can (will) complicate any plan the DM/GM has developed. Additionally, as in any campaign design, the players may feel like they’re being railroaded. The DM/GM still needs to let the players think that they are in control in order for them to enjoy the game.
Oops…. Item #8 is Item No. 8