Campaign Building

Contains information and recommendations about altered realms campaigns and how to start your own.

Campaign Building

Creating a campaign to run in Altered Realms can be as simple or complicated as you please. Altered Realms seeks to present an “Iceberg of Gameplay”, where the game and its systems are simple and approachable at first but contain layers of more complicated gameplay the deeper you choose to go.

What is a Campaign?

Altered Realms considers a "Campaign" to be: "a long running Adventure or series of Adventures with a consistent Setting and Cast.". An average Altered Realms Campaign typically requires many game sessions and several months, if not one or more years of real time to complete. This is by no means the only way to run Altered Realms. Many Narrators prefer to run short compact adventures that are not intended to develop into a long-running campaign and typically take only a few sessions to complete. These types of games are often referred to as "One-Shots", due to their once and then done manner of gameplay.

Choosing a Campaign Setting

Your setting can include a single island, kingdom, nation, world, solar system, galaxy, universe or multiverse. The choice is up to you and the players. Your setting can also develop over time, appearing at first to be a fantasy setting with limited technology and travel options that blossoms into a sci-fi galaxy with strange and diverse forms of travel and technology. The resources to create or choose a variety of realms and therefore Campaign Settings are all present on this website.

Setting Affects Everything

It is important to remember that the setting you choose will affect every part of the game.
The Setting includes two major story descriptors that greatly affect all aspects of gameplay, namely the Magical Prevalence and the Technological Age.
The setting can affect everything from the types of creatures that can be expected to be encountered, to the XP, Archetypes and Items available to Players in game and during character creation.

Experience Points

The Magical Prevalence and Technological Age you choose can positively or negatively affect XP available to Characters and Players both during character creation and leveling up.

Magic Prevalence

The Magical Prevalence you choose can affect XP modifiers as well as available Magic Archetypes, Spell Lists and Enchanted Item Buyer’s Guides.

Tech Prevalence

The Technological Age you choose can greatly affect XP Modifiers as well as the Availability of various Buyer’s Guides.

Magic Prevalence

The Magical prevalence in a Realm or World will determine several factors, including: Whether or not XP will be granted for Magic, as well as Enchanted Items and Magical Archetypes available.

Realism Only

No magic, no supernatural, only logical, reasonable or slightly science fiction based explanations allowed. No Arcane Archetypes or Invokers permitted.
Great for gritty survival, mystery or historical fiction style campaigns.

Allow Arcane Magic

Arcane Magic includes powers granted from the mana stream, natural talent and years of study.

Mage Archetypes and Enchanted Items unlocked. Mage Archetypes are common, uncommon or rare.

Allow Witchcraft

Witchcraft includes powers granted through pacts and agreements made with powerful entities.

Witch Archetypes unlocked. Witches and Warlocks are common, uncommon or rare.

Allow Faith Magic

Faith magic includes powers granted by faith in a being or belief system.

Invoker Archetypes unlocked. Invokers and Monks are common, uncommon or rare.

Allow Elementalism

Elemental magic includes powers granted by elemental sprites and assumes their presence in all matter.

Elementalist Archetypes unlocked. Elementalist Archetypes are common, uncommon or rare.

Allow 4th Wall Breaks

Fourth Wall Breaks are powers granted by insanity or the forbidden knowledge of one's own fictional existence.

Fourth Wall Breaker Archetypes unlocked. Fourth Wall Breakers are common, uncommon or rare.

Presets

Presets are a grouping of the above selections based on popular choices in culture.

Fantasy

The common term for fiction that contains magic, fairies and/or otherworldly creatures.
In Altered Realms we consider Fantasy to be the sort of middle magical genre setting. Meaning that the world contains large amounts of magic, people are selectively aware of existence but its practice is not necessarily common, accessible or prevalent.

Mage, Witch and Invoker Archetypes and Enchanted Items Unlocked. Arcane Archetypes are uncommon or rare. Enchanted Items exceedingly expensive and are difficult to find.

Low Fantasy

The common term for fiction that contains small amounts of or hints at the existence of magic, fairies and/or otherworldly creatures.
In Altered Realms we consider Low Fantasy to be the minimalist approach to incorporating magic. Meaning that the world contains dwindling or small amounts of magic, people have heard only whispers or stories of its existence and its practice is exceptionally rare.

One Magical Archetype grouping is Unlocked: Mage, Witch, Invoker, Elementalist or Fourth Wall Breaker and Enchanted Items Unlocked. Magical Archetypes are very rare. Enchanted Items are priceless and nearly impossible to find.

High Fantasy

The common term for fiction that contains large or excessive amounts of magic, fairies and/or otherworldly creatures.
In Altered Realms we consider High Fantasy to be the maximized approach to magic. Meaning that the world contains prevalent and renewable sources of magic, people are well aware of its existence and its practice is quite common.

Mage, Witch, Invoker, Elementalist and Fourth Wall Breaker Archetypes and Enchanted Items Unlocked. Magical Archetypes are common. Enchanted Items are not difficult to find, only to afford.

Technological Ages

The level of technological advancement in a given setting is one of its key defining characteristics and will greatly affect the XP granted to characters and players in the story and the Buyer’s Guides that will be available to the Players.

Era 1: Stone Age

Stories that dig into our own or speculative prehistoric time periods.
Think of technologies from our Stone Age. Primitive tools and animal hides only.

Era 2: Bronze Age

Stories that dig into our own or speculative histories and ancient technologies. Think of technologies from the Bronze Age. Surprisingly advanced societies, metalwork, masonry and pottery. Iron is still rare.

Era 3: Iron Age

Stories that dig into our own or speculative histories and old technologies. Think of technologies from the Iron Age. Iron is more common and various technologies based on the hard metal abound. The secret to steel has yet to be discovered.

Era 4: Feudal Age

Stories that dig into our own or speculative histories and medieval technologies. Think technologies from the Feudal age, all the way through the early renaissance. More complicated machines are being developed alongside more advanced technologies, many of which focus agriculture, construction and warfare. The recipe for steel has be unlocked. Earliest firearms are being developed.

Era 5: Colonial Age

Stories that delve into our own or speculative colonial eras. Think technologies from the Europe's colonial expansion era. Significantly more advanced systems and technologies developed. Machines and vessel types made popular in the feudal age have now been perfected, The prevalence of cannons and muskets increases. Steel is more common.

Era 6: Industrial Age

Stories that dig into our own or speculative early industrial histories. Think of technologies from Europe and America’s industrial revolutions. Machines and the power of steam has unlocked now levels of industry and machinery previously thought unimaginable.

Era 7: Combustion Age

Stories that dig into our own or speculative industrial histories. Think technologies from the 20s-60s. New discoveries such as petroleum and the combustion engine allow for significant advances in technology and scientific breakthroughs. The first computers are being developed. First rockets, spacecraft and satellites are developed.

Era 8: Digital Age

Stories that dig into our own or speculative computer age histories. Think technologies from the 70s-2000s. Combustion technology is rapidly improving along with the safety features included in vehicles and machinery. Computer technology is making leaps and bounds and is rapidly decreasing in size. Rocket and spacefaring tech gradually improving. Satellites launched by most major governments and militaries.

Era 9: Information Age

Stories that dig into our own or speculative intranet age histories. Think technologies from the 2000s to current tech. Advances in technology have shifted to an emphasis on the collection, retention and accessibility of information becomes apparent in the general population. More software is developed alongside less actual new technological breakthroughs. Rockets improve and long distance space travel becomes more feasible. Satellites are now affordable to super wealthy individuals.

Era 10: Cyber Age

Stories that dig into a speculative Cybernetic Age that has advanced cybernetics, robotics and medicine to near their maximum potential. Great for Cyberpunk style stories. The secret to safer cybernetic enhancement is unlocked. Robotics and computer technologies have become super advanced.

Era 11: Space Age

Stories that dig into a speculative Space Age that has taken the advancements of the previous era and used them to reach further still into the depths of the expanse itself. Great for low science fiction style stories. The secrets of advanced power generation and long distance space travel have yet to be discovered, making deep space exploration exceedingly dangerous.

Era 12: Galactic Age

Stories that dig into a speculative Galactic Age that has advanced Power Generation and Space Travel to near their maximum potential. Great for Space-faring Sci-fi style stories. The secrets of long distance space travel has been unlocked. New and fantastical technologies are rapidly developing due to increased contact, trade and research potential.

Setting Experience Point Values

When you create or organize a campaign as the Narrator you will be responsible for deciding how much XP players will be granted and how often they will be granted it. The more XP you grant the more powerful and diverse characters the Players and the Narrator can create. This can increase the challenge of balancing a game with so many variables and possible actions players could take. With less XP granted there are less options and therefore less variables, less to have to balance, less to keep track of, and ultimately less variation and diversity.

Characters you select or create for this campaign should have XP values close to that of the players. They should be slightly higher in XP value or Level than the player if they are meant to be a challenge individually and slightly lower in XP value or Level than the players if they are meant to be a challenge in groups.

The players should know that when building their character and whenever that character levels up they will be granted a certain amount of experience points. These Experience Points can be spent on anything that adds to or further develops the character, such as: Archetype Bundles, Attributes, Abilities, Character Origin, Skill Training, Traits, Quirks, Contacts and Connections or Converted into funds.

Starting XP

Starting XP is affected by the following factors; The Starting Level of Characters, the Magic Prevalence and the current Technologic Age. As the narrator you may choose which of the starting XP values is applicable to the desired setting.

Starting XP Table

Find your starting level, from that line Combine your starting level with the number under your  selected Era and one of the numbers under magic. If you selected any form of magic, use the number under “Yes”. If you selected “Realism”, use the number under “No”. Sum the 3 Numbers and you will have the XP granted to Players during character creation.

Starting Level Era
1-4
Era
5-6
Era 
7-8
Era
9
Era 
10-11
Era 
12
Magic Yes  /  No 
1-5 1 2 3 4 5 6 2 / 1
6-10 2 3 4 5 6 7 4 / 2
11-15 3 4 5 6 7 8 6 / 3
16-20 4 5 6 7 8 9 8 / 4 
21-25 5 6 7 8 9 10 10 / 5
26-30 6 7 8 9 10 11 12 / 6

Formula

Level + Era + Magic = Starting XP

Level Up XP

XP gain per level up is affected by the following factors: Character Level, Magical Prevalence and Technologic Age. If calculated XP values result in fractions, allow Players and Characters keep the partial XP, so long as partial XP is also going to be granted during level up. Refer to the table below for XP distribution.

XP Per Level Up Table

Find your Player’s Level, from that line Combine 1 with the number under your selected Era then Add one of the numbers under Magic. If you selected any form of magic, use the number under “Yes”. If you selected “Realism”, use the number under “No”. Sum the 3 Numbers and you will have the XP granted to Players during each Level Up.

Starting Level Era 1-4 Era 5-6 Era  7-8 Era 9 Era  10-11 Era  12 Magic Yes  /  No 
1-5 0 0 0 .25 .5 .75 .25 / 0
6-10 0 0 .25 .5 .75 1 .5 / .25
11-15 0 .25 .5 .75 1 1.25 1 / .5
16-20 .25 .5 .75 1 1.25 1.5 1 / .5
21-25 .5 .75 1 1.25 1.50 1.75 1 / .5
26-30 .75 1 1.25 1.5 1.75 2 1 / .5

Formula

1 + Era + Magic = Level Up XP

Narrator's Privilege

As the Narrator, you may deign to grant XP to players, antagonists and creatures and monsters which the players have encountered or of which they have been made aware. You may do this at your discretion, but as always, try to maintain balance. If you award one player XP you should find reasons for granting other players XP or grant it to all players that participated. Creatures with more XP gained overall should be awarded Level Up's and their XP less often.

Starting Funds

Characters are granted starting funds depending on their starting campaign setting and level. As the narrator you decide what starting funds, if any, that they should be granted based on the setting and tone you wish to stage.

Spending XP on Funds

Players may spend XP on starting funds during character creation or during any narrator approved level up. They may only do this with the narrator's Approval.

Stone Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 1 kg of trade goods 10 Grams of trade goods. 25 Grams of trade goods
Thriving Economy Start 2 kg of trade goods 20 Grams of trade goods 50 Grams of trade goods
Booming Economy Start 5 kg of trade goods 50 grams of trade goods 1 kg of trade goods

Bronze Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 50 Silver 5 Silver 25 Silver
Thriving Economy Start 150 Silver 10 Silver 50 Silver
Booming Economy Start 350 Silver 20 Silver 100 Silver

Feudal Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 150 Silver 10 Silver 50 Silver
Thriving Economy Start 350 Silver 25 Silver 100 Silver
Booming Economy Start 750 Silver 50 Silver 200 Silver

Colonial Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 250 Silver 20 Silver 150 Silver
Thriving Economy Start 500 Silver 50 Silver 200 Silver
Booming Economy Start 1,200 Silver 100 Silver 350 Silver

Steam Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 50 Dollars 5 Dollars 10 Dollars
Thriving Economy Start 100 Dollars 10 Dollars 25 Dollars
Booming Economy Start 250 Dollars 25 Dollars 100 Dollars

Combustion Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 100 Dollars 10 Dollars 50 Dollars
Thriving Economy Start 200 Dollars 25 Dollars 100 Dollars
Booming Economy Start 500 Dollars 50 Dollars 200 Dollars

Information Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 200 Dollars 50 Dollars 100 Dollars
Thriving Economy Start 500 Dollars 100 Dollars 200 Dollars
Booming Economy Start 1,200 Dollars 200 Dollars 400 Dollars

Cyber Age Starting Funds

Current Economy Starting Funds Additional Funds per Level Above level 1 Additional Funds per XP Spent
Crashed Economy Start 500 Dollars 100 Dollars 400 Dollars
Thriving Economy Start 1,000 Dollars 120 Dollars 500 Dollars
Booming Economy Start 2,500 Dollars 200 Dollars 750 Dollars

Choosing an Adventure Style

One of the fundamental questions that need to be answered when creating a campaign is “What sort of story would you like to tell?”. No two Adventures are the same, even when run by the same Narrator and played by the same characters, there will be a different outcome or sequence of events every time. Each Narrator has a different style of
running games, they may magnate towards one or more Adventuring styles.
It’s important to keep in mind that players also magnate towards different Adventure styles, and their tastes in Adventure may change over time.

Adventure Style Options

Below are some of the most common types of Adventures that may help you decide what kind of adventure you might be interested in running, or at the very least can offer a good idea of what kind of campaign you definitely don’t want to run.

Emergent Adventures

The traditional slow building story that starts at the beginning and goes all the way to the end. Players can carve out a name for themselves and drastically affect the world they inhabit during the course of this long term campaign. Typically requires a lot of work on the part of the Narrator, as a large integrated and believable world is integral to this type of gameplay. Keeping track of factions, time frames, seasons and the actions of players and their subsequent consequences. However, since the story is usually slowly building, the narrator can build and flesh out new areas as players explore and interact with different aspects of the world.

Linear Adventures

Typically best for shorter games with well established characters. Choices players make can affect the outcome of the story’s conclusion but they cannot drastically affect the world they inhabit in any major way. Typically done in a remote or locked off location that does not allow players to reasonably wander from the story path. Many Modules are Linear style Adventures since they have a very concise and detailed story that typically focuses on one major location.

Power Trip Adventures

This type of adventure sees players rapidly gaining levels/XP between sessions allowing for a fast paced power ramp that culminates before players have fully learned how to utilize their new found abilities. Best for high fantasy or high tech campaigns with an emphasis on combat.

Roaming Adventures

Possibly the easiest type of adventure to run depending on the narrator’s comfortability with improvisation. Players are given little to no direction, are granted a map or idea of the surrounding area and are encouraged to explore. Many modules use this format since it is fun to build and to play. A good broad strokes method of creating a Roaming Adventure is as easy as CATSIP.

Create or Rip a Map,

Augment with Interesting Species, Locations and Activities,

Titillate your players with Trials, Tests, Quests and Tribulations,

See What Players Do,

Improvise,

Profit.

Map and Settlement Design

If you are creating a map from scratch either physically or digitally, or simply choosing a pre-created map and locations, there are a few general guidelines that can add instant believability to any map or described location.

Travel Through Time as You Create

Try to think about your locations not just as they are now but how they once were and how they got the way they are today. Start with the original settlement structures and build out and up from there. This form of location generation can be extremely engaging and entertaining and creates dynamic and engaging locations with rings of time visible to those that pay attention.

Water Central Locations Are More Believable

Most if not all intelligent carbon based life in the Altered Realms requires water for sustenance. Placing a source of water near settlements, or more accurately, causing settlements to form around the water sources, causes them to feel more real and makes the surrounding areas feel more dynamic.

Natural Resources Birth Settlements

Most if not all sentient life forms in the Altered Realms utilize tool making, resource gathering and cultivation. Out of convenience they often will spread their settlements out and around natural resources as the settlement grows and develops. Salt, Ores, Dyes, Herbs, Spices, Oils, Textiles, Animals and Food Sources are all historically popular resources to settle near or cultivate.

Local Climate and Topography Affect Everything

Keep in mind what the kind of climate and topography that has been described or could be expected in the area. Your map can be vastly different with more or less vegetation and the addition or subtraction of a few hills, coasts, cliffs or bluffs.

Villages, Towns and Cities are Vastly Different in Size

The scale between a major city and a small village is vast. The average modern city houses between 1,500 and 50,000 citizens while a Medieval or bronze age village may house as few as a dozen. Keep this in mind when describing, selecting or creating your locations.

Civilization Spreads

Imagine your cities and districts as massive infrastructure connecting to different parts of itself until it becomes a major metropolitan area. Then, fast forward or rewind until you reach the time period in which the characters are acting. Small towns and villages almost always surround major cities. One of those towns can become its own city or part of the city as a whole as time passes.

Age, Technology and Culture Affect Infrastructures

Maps, infrastructure and architecture differ over the course of time and are not consistent even in our Realm. When you choose or create an area map try to keep in mind what level of infrastructure and architecture are present based on what could be expected or what has been described in that region.

Business Design

Within those Settlements you will naturally want to populate them with shops and businesses to make the town feel more like a living, breathing thing.

Realistic Businesses

A realistic business should feel like a living breathing thing, bustling with activity unrelated to player interaction. They should have an owner and operator, employees, hours of operation, stock and/or services and security.

Limited Stock

As a general rule no shop should have an infinite quantity of any good.
Small shops should have a reflective small selection.
Larger shops or shops in more developed towns should carry a more diverse inventory.

Limited Staff

Businesses should only be able to accommodate or seat a certain number of people. For instance, if the players show up during the busiest part of the business day or at a popular location they may need to wait for service or be rejected entry altogether.

Shortages

Towns and individual locations can have shortages of certain supplies depending on a number of factors, including: Location, Local and Global Climate, Current Conditions, Trade Routes, Local Technological Age, Local Species and Nearby Resources.

Pricing

Use one of the buyer’s guides as a price guideline for the base Cost of a given location’s goods and services. Try to pick a Buyers Guide that is close to the technological age of the location. Then add a modifier for Abundance or Scarcity. Example:
Overstocked - Add 5% to the Base Cost.
Prevalent - Add 10% to Base Cost.
Standard Supply - Add 20% to Base Cost.
Scarce - Add 50% to the Base Cost.

Buying

Shopkeepers should be selective as to what they are willing to buy from players. They should only be interested in either buying something they feel they can resell or something they can personally use. The item should Sell for no more than its Base Cost and offers should Start at 50% of the Item’s Base Cost. Players should have to think and work to sell their loot, especially if it’s stolen.

Haggling

Haggling should be done on a case by case basis. Some shops or merchants may be willing to haggle, while others may have posted and set prices. Don’t let players haggle on every single item if you do allow it, instead haggle on the price of the entire sale or the highest value item. A shop owner should always be more willing to pay with stock or services rather than money.

Inventory

If you are building a custom shop try to imagine the storage room and how much of any given item there is on the shelves. There should be a limited amount based on the size of the shop or city. Good shopkeepers will keep the majority of their stock secured and separate from the main sales floor.

Security

Most places of business will take measures to protect their inventory. Secure rooms and locks are common. Personnel are less common but become more prevalent in large and high crime cities and at businesses with particularly expensive inventory. Small towns will most likely rely on the local sheriff, lawman or constable to prevent and punish theft or aggression. Higher technological age business might incorporate security cameras in addition to other forms of security.

Writing in Species

If you are creating a Species from scratch or simply choosing an Altered Realms Species to populate your setting, there are a few general guidelines that you may find helpful.

Start At the Beginning

Try to think about where the species came from and how they got where they are now. How did the species originate? Did they evolve naturally over millennia? Were they placed here by their god? Did they migrate from a far away Realm? Any and all of the factors involved in their origin could greatly affect the culture and mythos of the species.

Think In Their Shoes

Try to view things from the perspective of the species as you develop their styles, architecture, beliefs and mythos. Species with more hands might develop vastly different technology and tools. Smaller Species could utilize much smaller spaces as habitats. Larger species might have huge structures or more open air features. Flying species may not see the need for stairs, ladders or bridges. Aquatic species might not have reasonable accommodations for non-aquatics and vice versa.

Developing Ecosystems

If you are developing an original ecosystem either with your own creature creations or chosen Altered Realms creatures there are some general guidelines that you may find helpful.

The Circle of Life

Utilization of the circle of life can make a world feel whole, integrated and completed. Even if only a single or partial circle of life is represented, it can add tons of content and interactivity to a campaign.

Microscopic Life

Whether we are aware of it or not, our world, and most likely all worlds, are filled with microscopic organisms. Including even one unique bacteria, spore or single celled organism either subtly or as a story focus can make fantasy and especially sci-fi worlds feel fresh, imaginative and unique.

Flora

Plant-life makes up a huge part of the cycle of life. Including even just a small amount of unique foliage or species of flora can make a fantasy or sci-fi world feel extremely unique and memorable.

Fungi

While predators keep herbivore populations in check, fungi feed on all that is rot, returning the nutrients of plant and animal life to the ground. Unique fungi are one of the most entertaining concepts to play with and they make for fun and engaging fantasy and sci-fi Realms.

Insects

Insects outnumber us in our Realm and most likely, in many other Realms as well. Including or mentioning unique species of insect in game can add that extra level of immersion that many players crave.

Herbivores

From dangerous megafauna to domesticated animals. Herbivores primarily feed on the plant life and can easily be incorporated as the creature that feeds on a specific plant species. They can also be utilized as the primary food source or mounts of a specific species in your Realms.

Omnivores

From the lowly raccoon to the fearsome bear, omnivores fill various ecological niches, are often intelligent, or at the very least cunning and persistent in the presence of food. Omnivorous creatures can be exceptionally engaging to incorporate in any campaign setting, as they can make for excellent pets, companions and adversaries.

Predators

Predators are a necessary, if brutal, element of ecological balance. They keep the populations of herbivores and insects in check, in turn ensuring that deforestation and overfeeding does not occur as often and often returning and redistributing nutrients to the ground and providing carrion for scavengers.

Scavengers

The cleaners of ecosystems, scavengers find or adapt to food sources left behind or that are inaccessible to other species. Whether it be a rotting corpse, the contents of a refuse bin or a dung pile, scavengers view it as a feast where others would turn their nose at it. Scavenger species can be exceptionally fun to incorporate since they often interact with and settle near sentient species.

Use the Right Creature for the Region

While it may be obvious to some it should still be stated that some creatures are better for certain situations than others. Planning an adventure on the high seas? Use an aquatic or flying creature type. Climbing to the top of a high mountain peak? Use a flying or winter environment creature. Traveling through the forest? Use creatures that can utilize the underbrush or treetops. All pre-made creatures in this book have a preferred habitat listed that you can use to easily place creatures in regions and environments that make sense.

Civilizations and Societies

There’s a lot you can do with an original concept or the societies presented within this book. The following are some general guidelines for using Altered Realms Civilizations or creating your own.

Create a Legacy

Ask yourself some basic questions and answer them while keeping in mind their specific species limitations and philosophies.
What kind of name has this society carved out for themselves? What are they most known for? Are they a Mono-Society or a Melting Pot? Are they a ruthless empire? A struggling kingdom? A fragile democracy? A loose commonwealth? A socialist society? A capitalist oligarchy?

Philosophy

Try to imagine a general Philosophy for your society or use one of the ones listed with the Altered Realms Species. Use that to shape your original society, how they form laws, governments and organizations. Kingship only worked in a time when society had an emphasis and focus on personal honor and fealty and very little access to education. People made deep and meaningful vows that they felt accountable to from a higher power.

Choose a Course and Heading

Try to imagine the general attitude and goals of your factions. Are they heading to their promised land? Do they seek to achieve a major technological advancement? Are they preparing for war? Are they developing new trade routes? As your story progresses you may feel the need to have factions react to the actions and reputations of players. When these responses are consistent with that faction’s previous behavior, players are more likely to be immersed by the content

Cast of Characters

Most if not all stories will have a cast of characters other than the players. If you are creating a cast from scratch or pulling characters from resources, here is a general format that you may find helpful. The format we present is by no means the only way to create an engaging and fun story, but it is reliable and consistent with popular writing techniques.

Main Protagonist

The main character and focus of the story. Their actions often have more weight and consequences on the story, and they are often allowed a small amount of “Plot Armor” by the Narrator.
The main Protagonists in many Altered Realms stories are the Player Characters. However, this is not always the case. Many stories instead view the Player Characters as Protagonists supporting a Main Protagonist Non-Player Character(NPC). Others view one of the Player Characters as the Main Protagonist and the others as Protagonists. There is no wrong way to do it, just try to keep it consistent. If we don’t interact or hear from the main protagonist for a long time the drive of the story can start to stumble or stray.
If you are writing the Main Protagonist for your story we advise generating a Full Character Document for that character. This allows you to quantify the answers to all the questions about that character that may arise during the course of a campaign and allows the character to feel more real and complete. Try to give the character redeeming qualities and an observable character arc.

Protagonists

Characters that support the main character and are allied with them, who are heavily focused on in the story. Their actions often have direct consequences on the group as a whole.
Protagonists in Altered Realms are often the NPCs that support the Player Characters, or are their closest allies, or the Player Characters themselves supporting the Main Protagonist Player Character or Non-Player Character(NPC).
If you are writing protagonists for your story we recommend that you generate an NPC sheet with notes on their motivations, stats and any abilities or spells they possess.

Friends, Families and Contacts

The cast of characters who support the Protagonists, who are typically valued, loved or greatly appreciated by the Players/Protagonists. These can be written by the Narrator or the Players, or met along the course of the story, and are great characters to bring in when the party needs help with specific problems or quests.
If you are writing Friends, Family or Contacts for your story we recommend that you generate an NPC sheet with notes on their motivations, stats and any abilities or spells they possess.

Main Antagonist

The main rival of the Protagonists. They can be anything from an overly competitive colleague to an arch enemy. There is no one way to portray an Main Antagonist and they can be as likable or unlikeable, as weak or as powerful as the Narrator pleases. The Main Antagonist is typically best treated as a constant threat and problem until the climax and culmination of the story.
If you are writing the Main Antagonist for your story we advise that you generate a Full Character Document for that character. This allows you to quantify the answers to all the questions about that character that may arise during the course of a campaign and allows the character to feel more real and complete.

Antagonists

The characters that support or work closely with the Main Antagonist. Antagonists can often be recurring rivals that are eventually triumphed over, foiling the plans of the Main Antagonist in the process.
If you are writing Antagonists for your story we recommend that you generate an NPC sheet with notes on their motivations, stats and any abilities or spells they possess.

Lackeys

The characters that work for or directly under the Antagonists. They are often less memorable and recurring than antagonists but like most characters can “upgrade” their cast title as long as they are a focus of the players and thus the story. If you are including lackeys in your story, we recommend jotting a few notes about the character beside their name or stat block. It can literally be anything you like that makes the lackey more fun or interesting. Like is best friends with another lackey, or is petrified of bees, or loves cheese, or is easily confused. Any little note helps you build onto that character, no matter how small.

Side Characters

Typically characters that are interacted with only occasionally or briefly and have little to no bearing or long lasting effects on the story. Shop owners, barkeeps and random strangers that are interacted with by the players most often fall under the category of side character. Side characters can, by this definition, be upgraded to Friends, Family and Contacts simply by becoming endeared or closer to the Players/Protagonists.
If you are including Side Characters in your story we recommend jotting a few notes about the character beside their name or stat block. It can literally be anything you like that makes the character more fun or interesting. Like is best friends with another side character, or is petrified of chickens, or loves bacon, or is easily flustered. Any little note helps you build onto that character, no matter how small.

Extras

Characters that the Players/Protagonists are aware of but do not interact with directly at any time. Any background people or crowds are considered to be extras. These Extras can, by this definition, be upgraded to Side Character simply by having a Player/Protagonist interact with them.
Try not to overly describe any individuals in a crowd, lest you risk players fixating on that extra.

Writing Believable Characters

Write Only as Much as You Need

The more important a character the longer their writeup should be. The more there is to be found, the more players have to interact with, and can have revealed to them. Along that same vein, there is no need to develop a character more than is necessary. For instance; the random shopkeeper doesn’t need a full backstory and character details unless it’s likely that the players will want or need to know about it. Even so, there’s nothing wrong with making something up on the spot if players take an interest in a character you hadn’t foreseen or planned. There’s also nothing wrong with writing a cast of fully fleshed out characters with intriguing and unique origins, but it’s usually best to do that level of effort on campaigns that have a roleplay emphasis, as that content is more likely to be interacted with in those scenarios.

Portraits

You might be surprised how much putting an image to a name helps you start forming ideas about a character and allows you to consistently and easily describe that character. You can even just show the image to the players if you like. If you have the artistic ability players will always appreciate the extra effort and if you don’t there are a ton of stock photos and images available online.

Motivations

Give your characters that will be roleplayed more often notes on their wants, desires, morals and motivations. This will allow you to more easily shift into the headspace of that character and portray them accordingly.

Equipment

It’s important, especially in highly tactical combat campaigns, to include either in their description, or when players ask, the list and placement of all visible character equipment. This will also allow you to remember all the bonuses and tricks they have up their sleeve due to worn or accessible equipment.

Level Design

Much like other facets of Altered Realms there is no one true way to build levels for your players to explore. Depending on your setting and the character responsible for the building of the level you are designing it can be as practical or nonsensical as you desire. That being said, there are a few guidelines that help you get into the mindset of a Level Designer and make sure that when something is encountered by the players it makes sense for it to be there.

Layout

Unless a sense of claustrophobia is trying to be instilled, make sure when you’re designing your structures that you leave enough room from players to maneuver.
Place furniture, objects and support structures around the room. If a combat encounter takes place, we want it to feel dynamic and real, it shouldn’t feel like an arena unless it is an arena or a location that resembles one. Players should at least have the opportunity to seek out Cover, hiding spots or a means of escape, unless those are things that you are intentionally removing to increase the challenge or as a consequence of choices made by players.
Add instances of interactable objects, terrain and hazards. Market stalls, hay bales, wood bundles, vehicles, barrels of water or beverages, bottles, food, tools, ponds, puddles, mud, chandeliers, candelabras, walls, ledges, production vats, torches, braziers, bonfires and industrial machines are all examples of dynamic terrain additions that players can interact with, force enemies into or avoid altogether.

Realism

The way into any facility should always be guarded, locked or hidden. Players should have to think and be creative to gain access to places that are well secured or fortified. The way into such places should still be accessible to the staff, so the means of access shouldn’t be overly complex, otherwise the staff would have problems getting back inside.
If the players are exploring an occupied facility they should encounter hazards that such a place would employ around the entrances or avenues into the property but regular passageways used by the staff of the facility shouldn’t be trapped. Along that same vein there should only be additional traps and hazards if the creatures staffing the facility are in hiding, on the run, running illegal operations or are on high alert. Locations utilized by fewer creatures could reasonably contain more hazards and traps as a means of compensating for lack of fighting forces.
There should always be more than one way in and out of a place, even if it’s a window, chimney or escape hatch. Creatures don’t design themselves a coffin and would want to have another means of exit in case of emergencies.

Home Field Advantage

When players are facing off against creatures that live or work in a facility they should always be at a disadvantage. The creatures there should know where everything is, they should know exactly where to go in an emergency and they should have an in-depth familiarity with the overall layout of the building or facility. If a sentry spots an intruder they should head for the closest alarm. If a staff member is fleeing they might intentionally go down a trap corridor or activate defenses as they go. Creatures can lock and blockade doors, hide and set up ambushes. If they have a means of communication the entire facility could be alerted of a breach within seconds of it happening. Players should feel this pressure when interacting with organizations and militaries. As a general Rule: If it’s all too easy, it’s not very engaging.

Location Design

Try to make your locations you design make sense, at least in the setting. A facility with live-in staff should have a Water, Food and Housing for those individuals and would have facilities set up for their organic needs. If players explore a facility and any of these elements are absent, they will notice, or at the very least can no longer incorporate that element of the facility as part of their plan.
Buildings with a kitchen have ways that players can gain access through kitchen deliveries or new staff hires. The entire facility can be affected from a kitchen with even slight modifications to the Menu.
Buildings with waste facilities may be connected to a sewer or septic system that could be an additional means of access.
Facilities with fresh water sources offer another means of access and affect the creatures who drink the water.

Trap Design

Traps are a great addition to most levels. They can be used to keep players on their toes and incorporate consequences for haphazard exploration, but they should be used sparingly. You don’t want players to feel like they need to roll perception or investigation every time they move because they never know when or where a trap might be. Traps should be intuitive to a point, if players were to put themselves in the shoes of the designer, they should be able to understand and even predict the placement and types of trap they encounter.
Traps should be used in a sensical scenario. Bandits aren’t going to fill the inside of their base with pit traps, but they might place a few near the main entrance and perhaps under that slightly obvious breach in the wall. Those same bandits shouldn’t have access to advanced contraptions or machinations unless the story or setting has been primed for such an encounter, such as; said bandits could have stolen a shipment of machinery or captured a brilliant inventor.
Players should have hints or opportunities to gain insight from their rolls or knowledge about the location they are exploring. There should be some warning that the place they are headed was originally designed by a madman with a reputation for being extremely paranoid if the place is trapped beyond all reason. There should be a mention of a magical artifact, ritual or circle that powers the Arcane traps players encounter in a Wizard’s Tower. There should be a mention of the trails that this place was meant to
embody if the location is a full on Dungeon, complete with Guardians, Mechanized Traps and Puzzles.