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A Micro Odyssey – Managing Micro Campaigns

When it comes to campaigns we often strive for the long running, epic campaign; the kind of campaign that we hear about from other gamers that has been going on since the Reagan administration. Sometimes, though, we are not interested in running a long campaign; quite the opposite, we are looking to run a very short campaign – a micro campaign. There is plenty of advice about running longer campaigns (I am responsible for a portion of it), but how does that apply to the shorter campaign? What advice is universal and what advice is there for specifically running a micro campaign?

Note– Today’s article came from a request by Jeremy Frisen via G+. Circle me if you like to talk about gaming and other things of a geeky nature.

The Micro Campaign

The micro campaign is a campaign designed to run for just a few session. For this article I am going to define that as 3 sessions; your milage may vary. Three sessions takes this past the one-shot, which also gets a good deal of advice. We are talking about a game where players are going to be invited back twice to reprise their characters and complete the campaign.

I am going to discuss the running of the micro campaign with the same approach that Walt [1]  and I took with Odyssey [2].

Like any campaign the micro campaign is going to go through the phases: Starting, Managing, and Ending. All of these phases will be influenced by the small length of the campaign, but they all exist.

Starting A Campaign

Starting a micro campaign should not be more work than running it. You still need to gain buy-in from your players and reach group consensus, but you do not need to be as rigorous as you would for a full campaign because you do not need the campaign to be stable for more than the three sessions.

When starting a micro campaign keep the following in mind:

Once you have a group of characters assembled, its time to get them into the campaign.

Managing The Campaign

Even though the campaign is only three sessions long, there is still a need to manage the three major areas:

Story Management

This is the most critical of the three phases in a micro campaign. You have just three sessions to play out a story worthy of a campaign. You should have a very specific story you wish to tell. The story can be open-ended or planned, but three sessions is not the time to do a sandbox type game.

When planning your story, here are some guidelines:

Character Management

There will not be a lot of character growth during the course of your three sessions. If your group is large, there will be far less growth as spotlight time will be very limited. In Starting the campaign, you should have limited your players to no more than a single issue; try to use the three-act model in resolving their issues during the campaign.

In terms of mechanical growth, its possible to have a micro campaign where the characters do not advance at all, or you could plan to have the characters advance between sessions, at the mid-point, etc. You should plan this out when starting the campaign, and make sure you have conveyed it to the players.

Player Management

With a short amount of time and a robust story, you may need to manage your players to keep things focused and moving forward. Here are some tips for things to do and to look out for:

Ending a Campaign

In your third session, you will reach the end of the campaign. Make sure that your story wraps up nicely, that guns you hung on the mantle have been fired, and that any sub-plots reach their conclusion. Make the ending satisfying. If you have a big bad, then let the players kill or capture them; don’t let them escape. And no cliffhangers…there is no next session.

If the micro campaign has gone well you may desire to leave the possibility open for continuing it in the future. A successful micro campaign may be the opener for a much longer campaign.

One…Two…Three…Campaign!

The micro campaign can be a great way to take a break from a long campaign, or a way to try out a different setting or set of mechanics. The micro campaign is about telling a single, strong story. With the right setup, careful execution, and a strong ending, you can create a memorable campaign in just three sessions.

Have you run micro campaigns before? What are your tips for getting one started? For writing a good story? Have you ever had a micro campaign flip into a full-sized campaign?

5 Comments (Open | Close)

5 Comments To "A Micro Odyssey – Managing Micro Campaigns"

#1 Comment By 77IM On March 28, 2014 @ 11:05 am

We run these all the time. We call them “one-shots, that tend to turn into two-shots or three-shots.” ;}

We often run micro-campaigns of 6-8 sessions following a model very similar to what you describe above. It is a great way to try something new or different without a huge commitment, and 6-8 sessions is long enough for the campaign to have some meat on it without meandering.

Even our longer-running campaigns we try to organize into 6-8 session arcs, with breaks in between.

#2 Comment By dm610 On March 29, 2014 @ 7:08 am

Half of my D&D group was unavailable for about six weeks last year.

I organised a micro campaign for the other half of the group plus one new person who wanted to try D&D. To make it easier for the new person, all the players had new first-level characters.

I initially offered them a choice between “kill the undead monsters” (which would have been the first of several one-shot adventures) and “solve a kidnapping” (which turned out to be a three session adventure). They chose the latter.

After the third fortnightly session I asked the players whether they wanted to continue further. They decided to wrap it up there, and the new person then joined the main campaign with their character ramped up a few levels.

As a relatively new GM, this was my first and so far only limited-term campaign.

#3 Comment By hattymchappy On March 29, 2014 @ 8:34 pm

I like the idea of the Micro Campaign and actually started one in Edge of the Empire last week. It will only last between 3 and 5 sessions, and it will a have a concrete ending. However, I don’t necessarily agree with always having simple PC backgrounds for such a campaign.

My players all made detailed background choices that could come into play in future Micro Campaigns. This current campaign will end shortly, but we thought it might be fun to run another Micro Campaign several months from now, and give the players the option of using the same characters from the previous one. This way each Micro Campaign could be it’s own little episode within their character’s history. Lather, Rinse, and Repeat every 6 months.

But, if you’re not going for that sort of thing then simplicity is best.

#4 Comment By Blackjack On March 30, 2014 @ 11:38 pm

Thanks, Phil. This is a good “how to” article with tips for creating mini-adventures.

I have comments on two of your points:

1. The idea about advancing characters within a short-shot game is worth considering. I played in one where the GM started us at 1st level and gave us a level up after each session. That totally didn’t jive with the advancement rules of the system but it made for a great story progression. In each session we had a different view on the situation around us. Challenges that daunted us the first session became manageable in the second, and by the third we felt a real sense of growth and accomplishment.

2. Player Conflict: The most important way to quash it is not to contribute to it. I have played in so many short games where the GM thought he or she was injecting dramatic tension into the story by writing blatantly conflicting personalities, agendas, or victory conditions into our pre-gen characters. That’s not dramatic tension, that’s just asking for chaos.

#5 Comment By David Friant On March 31, 2014 @ 2:19 pm

Unfortunately our group does this a lot without trying. Your tips are helpful and timely since I’m in the beginning stages of putting together a mini-campaign this one intentional for a change for a [5].