Pacing a multi-session adventure or campaign isn’t as easy as “like a session, but longer”. Yes, there’s still a need for crests and troughs. Yes, the same principles generally apply to creating exciting moments and downtime between them. But an adventure or campaign needs to ramp up as it goes, and that creates some interesting dynamics.
Originally in my notes for this post, I wrote that pacing “should slowly escalate, like a JVM with a memory leak”. The idea is that the pace of anything vacillates back and forth around some central line or curve. In a session, it’s fine to have that line be straight and flat, where the overall pace of things at the beginning of a session is roughly the same as the pace at the end, and you have exciting points that rise above and downer points that dip below. But for a campaign, things should rarely end at the same place they started. The central pacing line needs to ramp up as well, meaning that the overall feel of a session at the end of a campaign is more exciting than the feel of a session at the beginning.
(This is probably best described by the chart referenced in the Extra Credits about pacing, viewable here. In general, it’s a good video about pacing, though it’s not 100% relevant to an slower-paced, interactive medium like D&D.)
Since this buildup covers the entire adventure, it needs to start early to put the adventure in a knowable place. This is especially true if the adventure or the campaign is short, about two to six sessions long. Introducing the problem or villain early gives the players some directions and gives them a reason to be there and a goal to focus on. I’m not saying that you can’t have a mystery villain who is only revealed at the end, but if the players don’t even know what they’re doing for the first session of a three-session adventure, you’ve lost out on a solid third of your pacing escalation.
In a longer adventure or campaign, it’s okay to start the real plot a bit later, but there’s additional responsibility in presenting it. The final session, fight, dungeon, or encounter (preferably all of the above) should be climactic and foreshadowed. Take, as an example, the Final Fantasy series. There’s a reason everybody gushes over Kefka and Sephiroth but ignores Zeromus and only tangentially remembers Chaos; the former two were introduced early in the plot as significant enemies that the players wanted to defeat, and the later two literally appeared out of nowhere in the last 10% of the game. Pacing should be continuous rather than discrete, and an abrupt late-adventure shift, unless handled very well, can make players feels like they spent all their time chasing nothing.
In adventures, crests are big fights, important plot reveals, or other significant moments. That is, while a kobold ambush is a fine crest for a session, it’s barely a blip on the radar in terms of the overall campaign. Now, if one of those kobolds is carrying an ancient artifact that the players need, or if the ambush occurs while the players are fleeing a rampaging dragon, the fight can certainly contribute to the crest. But not every encounter counts as a peak on the pacing of the campaign overall.
(I suppose this isn’t as true in a campaign like the one I just ran, which had an average of one fight every two sessions. But I think the players would generally agree that the fight in a church against the mafia enforcer was more of a crest than when they got attacked by dinosaurs in the middle of a jungle.)
Troughs have to be a bit more extreme as well; if a fight isn’t really an escalation in the overall campaign pacing, then the healing period afterward doesn’t count as a rest. I like using shopping and leveling as troughs, because it lets the players bask in the rewards of their efforts and engage in some meta-discussion around the table. In a long enough campaign, you can also use breather episodes as troughs, and you can devoid the campaign into smaller adventures where the gaps between them allow players and characters to rest.
It’s important to note that not all slow-paced discussion is a trough, especially if the players are discussing something particularly plot-relevant. If the party spends three hours talking about the best way to sneak into the enemy fortress and free a prisoner, the planning is actually the escalation and the execution is the crest. This is true even if the plan goes awry (and it usually should) and the players need a session in the fortress to sort things out. It just means that there’s an opportunity for short-term pacing in the middle of your long-term pacing.
In looking at pacing overall, keep in mind the abilities of your characters and the wants of their players. In general, each character should have some shining moment in a campaign where they get the starring role, where their abilities save the day and their powers are at the forefront. Sometimes this is done by basing an arc around their backstory, and sometimes it’s as simple as making them the plus during a boss battle. Even if the player hates the spotlight, it shows them that their character design was good and their choices paid off, which is a crest in general and a particularly high one for the players.
At the very top of your pacing curve, at the end, should always be your climactic foreshadowed encounter and a satisfying conclusion. In the same way that players should walk away thinking they didn’t play in a “nothing” episode, they should feel that their adventure had changed the world in some way. For the players, maybe they get a nice reward or maybe they just get the satisfaction of knowing they saved the city/kingdom/world (or at least didn’t ruin it). For players, they should feel like they were part of (not just observers to!) a story that made sense, built from start to finish, and ended in a way that was worth the trouble.
On Undead (and also, I Suppose, Reskinning)
An article today on Wizards’ website got me thinking. Let’s try a little experiment. Take a look at this creature and this creature. Assuming that you only have the pictures to go on (and, I guess, the names since they’re right there on the webpage), think about their similarities and differences. Consider where one would make more sense than the other, how players would react to seeing each, and what strategies they might take against each in a fight. We’ll come back to this example later.
As Jon Schindehette very correctly said in his article on undead, the visual aspect of a monster is a very powerful element in what a creature is and how they exist in the game world. It helps players picture what’s happening, it gives them information they can use even if they don’t recognize the exact creature, and it helps differentiate monsters that might otherwise be very similar. For example, if I said “savage humanoids, low level, tends to appear in groups”, that could be orc, gnolls, goblins, certain kobold tribes, or any number of scary beasties. But if I say “hyena-headed guy”, that’s all you need to think “aha, that’s probably a gnoll, and he probably thinks I’m delicious.”
Following from this, changing some visual aspect of a monster or character can change players’ idea of them even without a single mechanical change. Wielding a “greatclub” is not the same as wielding a “four-foot long metal club inlaid with a relief of fire-breathing dragons”. “The wizard casts magic missile” is not the same as “The wizard gestures nonchalantly, and five magical hands appear and punch you in the stomach.” The former is a clear and complete, if lazy, description, but the latter is far more descriptive and memorable.
I said this way back when I wrote about Law #3:
So what’s the difference between the earthquake dragon and the nightwalker? Not a darned thing. At least, not when you switch their stat blocks, which you can do with barely a change to either of them. Either monster can serve as a stand-in for the other, and they can both be any number of other monsters and vice versa. The stats are neat and they make the game run, but the real impact is in how you choose to represent these stats to the players.
I’ve made a second career of this, by deciding what creatures I want the players to fight, then checking the Monster Manuals for something of equivalent CR or level that does roughly what I want. It’s worlds faster than making monsters from scratch, fast enough that I can do it mid-session if the players do something unexpected, which means the story is driven by them rather than by the monsters I’ve prepared. In the Tower campaign alone, I used dragon mechanics for everything from elementals to devils to Japanese cyborgs. Part of this is necessity, because 4th Edition seems to think that all dragons should be solos and most solos should be dragons, but it’s mostly because it’s a lot of fun to take something old and present it as something wholly new with just a bit of reskinning.
So I kind of like this idea of “different monsters should look different” even if it does make reskinning harder. If ghosts, wraiths, and shadows are all that different, one can’t substitute for the other, but I think that’s a good thing. It shows that Wizards might be getting past the numbers-first design of 4th Edition and back to an aesthetic of telling a story in a coherent world.
Or it could just be one writer with a good idea. I don’t know.