Linear Campaigns - A Short Guide

Linear Campaigns - A Short Guide

We’ve all had that one brilliant campaign idea—whether it’s an epic showdown with a BBEG or an unforgettable first session designed to captivate every player on the table. These moments of inspiration form the foundation of any great campaign. But as you plan these moments, a nagging question often arises: Am I railroading my players?

Session 0

The main difference between a railroaded campaign and a linear one comes down to player expectations. What better way to establish expectations than with a solid Session 0? This session isn’t just about setting expectations; it’s a chance to communicate your vision and ensure everyone is on the same page. For example, if you’re planning an urban adventure against corrupt politicians, sharing this with your players helps them create characters with solid motivations.

Motivation

In a sandbox game, character creation is simpler—players can roam freely, shaping their paths. But in a linear campaign, strong character motivation is essential. Otherwise, why would the players bother–let’s say, break into a corrupt Guard Captain’s house? Coin alone won’t keep them interested for long.

To keep your players engaged, work with them to tie their characters into the story. Tie them with existing NPCs, villains or events in your game. Maybe one seeks justice for a falsely accused relative, while another craves vengeance for a politician they failed to protect. By providing personal stakes, you create strong hooks that pull players deeper into the narrative while uniting them as a party against a common goal.

Form Webs, Not Lines

In a linear campaign, it’s easy to structure your story as a straight line, but this can quickly veer into railroad territory. Instead, think of your narrative as a web—a network of interconnected plot points, characters, and encounters.

With a web-like structure, players can explore and navigate the story their own way. If one thread is disrupted due to player actions, the rest of the narrative stays intact. You’ll still have threads of content to pull from, keeping the game flexible and engaging.

A great way to visualize this is by using post-it notes. Write your main plot points on individual notes and map out their connections. For example, your players break into the Guard Captain’s house and find evidence of bribery. You had a combat encounter planned next but the players use magical items to escape. You can simply move that post-it note to another point in the story, preserving the encounter without forcing it.

Say No When You Must

As a GM, no one wants to say "no" to players. However, in linear campaigns, it’s sometimes necessary. If a player suggests an idea that could alter the story’s tone or direction, gently remind them of what was agreed upon in Session 0.

It’s important to foster creativity, but equally crucial to set boundaries when an idea risks derailing the campaign. Saying "no" doesn’t mean rejecting their ideas—it means steering the narrative back on track without losing the spirit of the game.

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