Campaign Building Tips
Campaign Building Tips
For an optimal MYFAROG experience, the Pick a realm where the characters start out.
Myth Master (MM) should build a This can be one picked by the MM, or it can
campaign; an extended series of be a realm the players have specifcally
interconnected adventures in the same asked for. If the players have non-human
setting. There are many ways to do this, but characters (dwarves, gnomes, halfings or
here is what I will suggest. elves) then it should be either their own
realm (Nifheimr for dwarves, Ljósalfaheimr
Pick a theme for your campaign. Is this for elves), or near some settlement in one of
going to be Tolkien-style fantasy, survival the other realms (for gnomes and halfings).
horror, mythical, viking-themed, fairy tale- If you are using The Creatures of Thulê
like, Conan-like, sword and sorcery-style, Deluxe; for humans, it should be their
political intrigue, or what? You decide. homeland (i. e. the realm they come from).
Pick a day to start the campaign. Player Pick a home base for the characters. That is;
characters, and NPCs, will age, the seasons have them start in one of the many
change, some will need to learn new spells settlements in their starting realm. For
or heal, or travel to far-away locations. If dwarves and elves, you can make up
you do not carefully record time in your something, or (for dwarves) use Járnfjall,
campaign, it will lose most meaning, and it from The Land of Thulê Deluxe.
will become uninteresting. The wind and
Pick a patron for the player characters.
weather, the seasons, day and night, as well
Create an interesting NPC to be the leader
as winter darkness and midnight sun,
of the community, or perhaps one that is in
greatly infuences the world in MYFAROG.
opposition to the leadership there, or
perhaps their own (tribal) chief, or maybe a
druid in the local temple, or someone else.
The patron needs to be powerful, important
“Time changes everything.” and in a position to send the players on
quests.
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campaign, tell the players if their characters
get along well with these NPCs or not.
Pick a main plot in the spirit of the theme I f a s e t t l e m e n t h a s more than 1200
you have picked. This needs to be inhabitants, then everything, all goods and
something the players need to discover, all services, is available. If it has less than
defeat, unveil or perhaps turn to their side. 1200 inhabitants though, you can fnd out
whether it is a hamlet or village by casting
Pick some sub-plots able to distract or dice.
confuse the party. Perhaps something that
seems to be related to the main plot, but that Roll for:
is actually not, and that instead leads to -Armorer (armour will be available)
another interesting revelation. -Weapon smith (weapons and shields will
be available)
Make some NPCs for the home base, other -Temple (local healing will be available;
than just their patron. A local merchant, a determine which deity the temple is
captain of the guard, the local armorer, a dedicated to)
local ovates (bard), a local hunter, a sea -Market place (the items in the trade lists are
captain perhaps, etc. Use the personality available)
traits tables (on p. 95 in the core rulebook) to
give them different personalities. Give them Roll once for each, and make them present in
also some motivations. Perhaps the local the settlement on 1-3 on a D6.
merchant is angry at another merchant, and
wants to ruin business for him, the captain
“Trade not only goods, but also
of the guard might be worried about the knowledge.”
condition of the local fortifcations, etc. If Remember to actually READ the entire
using The Land of Thulê Deluxe make sure MYFAROG rulebook. You will be surprised
you record their tribal connections too! And by how much you will learn from (and
fnally: establish relationships to (each of) enjoy) it!
the player characters! When you start your
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Make villains. There should be a main foe, Make monsters for the nearby area, and
that the characters are up against. Create give them interesting lairs. Make some
him as a special (stronger than normal) ruins, caverns, towers, castles, or something
monster or an extra dangerous NPC. Give like that, in the vicinity of the home base,
him a lair, either in the same settlement, or and either link them to the main plot, to sub
the same realm, or plan for the player party plots, or just let the players come upon them
to travel far to another realm in the future. by chance.
You can also make some local villains. Intervention by the gods. If you so wish,
Perhaps not something very dramatic, but at you can have one or several deities be
least something that can in some way directly involved in the plot. Perhaps two
challenge and hinder the player characters deities have conficting interests, and work
in their home base. Build these NPCs in the against each other.
same manner as you do other NPCs, but
give them more sinister motivations or Branch out the world, bit by bit, as you
motives, or interests that are in confict with
play. If the player characters visit another
those of the player characters or their settlement, fnd out if that is a hamlet or a
patron. Perhaps are they spies? In league village, make some NPCs for that village
with the enemy? Traitors? too. Use the random encounter tables when
player characters are travelling or spending
Build an organization f o r t h e m a i n time in the wilderness, and build the world,
villain(s). Do they have an army of fll out the map, by the encounter locations.
henchmen, a ship full of pirates, a network
of spies, or are they few and diffcult to When you do all of this, the world will
come by? Are they building army, that they become ALIVE in the minds of the players.
intend to use later on? Does he work with They will REMEMBER locations and NPCs,
some of the other NPCs, and perhaps they will create a HISTORY for the world
without them even knowing it? they play in, and when their characters die,
and they make new ones, they will (re-)
“Organization is the key to success.” enter an already LIVING world!