Formatting a campaign as a cour

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Anaxim
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Formatting a campaign as a cour

Post by Anaxim »

Came here seeking out some advice from GMs about how I should go about preparing my campaign.

First time posting here and going to be my first time GMing OVA.

What immediately came to mind when I first read OVA was that I want to format a campaign (I hope the term is sufficiently well known) as a cour - 12 or 13 sessions, each an episode.
Clearly, I cannot decide on what happens precisely in the game, or how the players would act, but the general structure of a plot is in my hands.
So I was wondering: anyone had done something like this? Have insight on how to do it well? Should I try for it at all or is it limiting myself and the potential at the table?
I already have a general concept and 2 of my 3 players are already down for it, and it should lend itself to an episodic structure.

Responses appreciated :)
Chris Brady
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Re: Formatting a campaign as a cour

Post by Chris Brady »

Hmm.

First off, you need to know your players.

Secondly, have a back up plan or 3.

Other than that, what specifically are you asking for, what would the campaign be about? That might help the suggestions.
"And now my friends, a Dragon's Toast! To life's little blessings; wars, plagues and all forms of evil. Their presence keeps us alert-- And their absence keeps us grateful!" - T.A. Barron
Anaxim
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Re: Formatting a campaign as a cour

Post by Anaxim »

I did plan to hash out character concepts well before chargen so I have a sense of who the characters were.

I plan to do something of a cross between Boku no Hero Academia and Nanatsu no Taizai - characters you can find in the former, world like the latter. The setting an academy for Prodigals (those with powers).

What I'm looking for, more precisely, is basically tips for running the game well in general, as well as tips to run it in a specific format. My experience lies mainly with D&D and games like it, where ending sessions happens at points more convenient than plot relevant. Since I want to structure the campaign like a cour, I'm looking for pointers on how to prepare each session (in broad strokes, obviously) so that I can maintain such a flow.
Chris Brady
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Re: Formatting a campaign as a cour

Post by Chris Brady »

Anaxim wrote:I did plan to hash out character concepts well before chargen so I have a sense of who the characters were.

I plan to do something of a cross between Boku no Hero Academia and Nanatsu no Taizai - characters you can find in the former, world like the latter. The setting an academy for Prodigals (those with powers).

What I'm looking for, more precisely, is basically tips for running the game well in general, as well as tips to run it in a specific format. My experience lies mainly with D&D and games like it, where ending sessions happens at points more convenient than plot relevant. Since I want to structure the campaign like a cour, I'm looking for pointers on how to prepare each session (in broad strokes, obviously) so that I can maintain such a flow.
OK, can I get a clarification? When you say 'Episodic' are you meaning like serial, one after another that tie into a single arc/story?
"And now my friends, a Dragon's Toast! To life's little blessings; wars, plagues and all forms of evil. Their presence keeps us alert-- And their absence keeps us grateful!" - T.A. Barron
Anaxim
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Re: Formatting a campaign as a cour

Post by Anaxim »

Distinct arcs with an overarching arc.
Chris Brady
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Re: Formatting a campaign as a cour

Post by Chris Brady »

So, what you want is an overarching plot, with a bunch of mini-events, that lead up to the end point.

Well, for each arc, and this may sound obvious so I apologize, but you need to have a specific goal, whether it's to defeat a certain villain, or discover a clue. And they all need to be tied to the overarching plot/villain.

My best suggestion is not really build too much of the adventure, more write up the arc's bad guy (assuming it's a bad guy) give him some defined goals, making sure the PC's notice him/her.

To make sure your players get involved with him/her in some way, give them a few things to do that will get the attention of said bad guy, but again, don't lay it out, and don't have a single solution to the issue at hand. Let them come at the problem their own way.

Essentially, figure out ways of saying either 'Yes and', or 'No but', always let the players have a way to reach the next point.
"And now my friends, a Dragon's Toast! To life's little blessings; wars, plagues and all forms of evil. Their presence keeps us alert-- And their absence keeps us grateful!" - T.A. Barron
Anaxim
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Re: Formatting a campaign as a cour

Post by Anaxim »

Thanks for the replies. I'll try going at it that way.
Clay
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Re: Formatting a campaign as a cour

Post by Clay »

If you're going for a "school" setting, it's fairly easy to set up a lot of those episodes based around exams as the primary conflict. Since it's "just" a test, there's room all around for role-play opportunities and/or introducing the actual bad guys you'll feature in later episodes.
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