Showing posts with label sequels. Show all posts
Showing posts with label sequels. Show all posts

Monday, July 13, 2026

Legacy Campaigns: A Fresh Chapter To Continue Your Story

For a lot of us, the idea of completing a full campaign with a single party of characters is the height of gaming accomplishment. And if you've managed to do that, then you might very well want to play a different system or setting entirely as a kind of palate cleanser. But if you're the sort of player (or the sort of Game Master) who enjoys continuity and sequels, then I would recommend considering the idea of a legacy campaign... because they can take a variety of forms, and you can usually tailor them to fit your game, and your players.

As we turn the page, another set of heroes are enmeshed in our tale...

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A New Chapter In Your Quest


There are a couple of different ways a legacy campaign can go. First and foremost, it can be the literal legacy of the former PCs, whether it's their children, students they've trained, squires they've knighted, etc. The idea is that the PCs of the last campaign are passing the torch to the new party, providing some kind of continuity between the characters, if not the actual story of the campaign. Alternatively, the legacy might be a continuation of the events and story from the first campaign, but in a different location with different characters who aren't necessarily connected to the characters of the previous campaign. For a quick reference, the connectivity between the Pathfinder adventure paths Shattered Star, Rise of The Runelords, and Return of The Runelords follows this path.

However, it's also possible to combine the two into a single campaign, if that's what you and your players want to do!

I am here to earn my spurs, and to make my father proud.

As I said in The Key To A Sandbox Is To Make Sure It's Populated, And Stuff Is Happening, though, a legacy campaign requires a bit of setup to really sell it!

Now, that doesn't mean the Game Master has to plan a three-campaign series right from the jump. But you do have to have the first campaign planned, plotted, and completed so that you have all the information about what happened during the first story that you can use as a springboard for the second one (and from the second to the third, if you want to be industrious). You need to know which characters completed what deeds, which NPCs lived and died, and which of the villains were sentenced, which ones were slain, and which ones returned to the outer darkness to join their alien masters. And once you have all of that information, you can then properly plan the sequel to that game!

If you're the Game Master, picture yourself as the head of a successful TV series. You received enough of a budget to shoot the first season, so you made something relatively self-contained, but which has the potential for spin-offs and sequels. You finished it, and it was popular enough that your audience wants more. Maybe you had some ideas in mind for where it could go next. Maybe you were just hoping the first season did well enough you could scoot across the line. Either way, with this format, and your very narrow audience, it's a good idea to make sure the first season is as polished and enjoyable as possible before you spend too much time working on the second or third season that you might not even get.

The most important thing, though, is that you need to be sure you have player enthusiasm to see more. Because while the idea of following up a campaign with a legacy sequel might be intriguing (especially if the players get to see the results of the previous game, and hear the tales of their old characters' adventures), it's equally possible that your audience might have been just fine with a one-and-done for that game, that story, or that system. Don't over-invest in making a multi-part story told over several campaigns if you know your players don't have that kind of stamina.

With that said, however, keep in mind that a "campaign" doesn't have to be a years-long, level 1 to level 20 endeavor. A campaign could just as easily be a story that takes characters through a 5 level progression, or even a 10 level progression. As long as the story is complete, the GM reaches the end point, and the plot is solved, that's a full campaign... just make sure you let your players know how long the story will last before you get started so they can plan accordingly!

Game Master Resources


If you're planning on running a legacy campaign, whether it's for a passing of the torch, or you want players to have to deal with further permutations of the threats that were seen and opposed in the first story, I would recommend getting your hands on some of the following supplements:

- I'm Back! 25 Reasons For A Villain's Survival: Whether it's the big bad they thought was defeated, a hated henchman, or even an ally they thought was dead, this book can be fun for more continuity.

- 100 Character Goals and Motivations: Good for your players to take a flip through, but very important for understanding the motivations and machinations of your game's villains.

- 100 Dark Secrets: Something that can put allied NPCs into a different context, and which could provide something deeper to find for your villains, can also be good for giving your PCs something to keep under wraps.

- 100 Tips & Tricks For Being A Better Dungeon Master: A supplement that collects a majority of the good advice I've covered here on this blog to help make your games the best they can be.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, April 1, 2024

Supplement Sequels- What Would You Like To See?

Folks who've been following my work for a while know that the bulk of my TTRPG supplements have been described as GM Prep splats. In short, I write a lot of lists of people, places, things, random encounters, setting flavor, plot hooks, rumors, and so on, and so forth. And while I've tried to keep things fresh over the years, some ideas clearly hit (like my 100 NPCs You Might Meet at The Tavern, which was my first platinum-level supplement, or A Baker's Dozen of Brothels, which is my fastest Electrum-level seller ever), while others have missed the mark somewhat.

However, since I've had to change-up some of my content strategies recently, I wanted to run an idea past some of my readers out there. To that end, would any of you be interested in sequels to any of my existing supplements where I give you even more of a particular topic to work with at your table?

After all, I want to give folks stuff they'll actually use.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Trying To Take The Audience's Temperature


I want to start off here by saying that I am far from dry on ideas. I've got stuff I'm actively working on slated to get turned in over the next 2-3 months, and a list of potential projects that goes on for a page or two in my deskside notebook once I manage to finish those off. For those who are curious, it includes a meta supplement, some more stuff for Army Men: A Game of Tactical Plastic, as well as some miscellaneous fantasy and sci-fi supplements I've been kicking around for a bit.

However, rather than rolling the dice and hoping that one of my new ideas is going to be something that really strikes a chord with GMs and players out there, I figured I'd see if there were any particular wells people wanted me to go back to, and expand on a little more.

Such as with this early Electrum seller.

The setup these sequels would take would be something like, "100 More Cults to Encounter," if I were to try to write a sequel to the splat book linked above, or "Another Baker's Dozen Pieces of Lore," if I wanted to write a sequel to one of my earlier books A Baker's Dozen Pieces of Lore. The general idea is, of course, that I would cover the same topic with new entries, giving GMs even more things to work with that fit this mold.

Or, if folks would like a more detailed version of a longer list, I could take an existing "100 X" list, and instead make a "Baker's Dozen" version of it where I either choose existing entries to really flesh out, or where I provide new entries with a lot more heft to them than the original book. This is not dissimilar to how I used the freelances in 100 Random Mercenary Companies as my fodder for Sellswords of Sundara, or how several of the entries in 100 Fantasy Guilds acted as inspiration for the follow-up supplement Guilds of Sundara.



This Is, Of Course, Just An Option


As with so many other things I propose here on this blog, this is just an idea. If the audience isn't really feeling this direction, I can pursue a variety of other projects. But if this is something you'd like to see from me in the coming months, here's what I need you to do for me:

- Leave a comment below, telling me whether you want more 100 lists, or Baker's Dozens
- Tell me which of my existing lists you'd like revisited (full archive here)
- Mention which RPG system, if any, you'd like to see the books made for

And, of course, if you'd rather see me break new ground on new material, rather than revisit old topics, let me know that in the comments as well! The whole goal of this update is to figure out what it is you all want to see coming out in the near future, after all!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!