As is often the case with my campaigns I’ve found the notes for my Jadepunk game (and this post is mainly about Star Wars so stay with me here) getting more and more expansive, necessitating more time to update them and making them a little bit more unwieldy to use; as someone who has a fairly poor memory notes are pretty much a must have for me when it comes to running RP campaigns, in order to maintain any level of internal consistency. I’m always looking for new/more efficient ways to store my notes and have moved from hard-copies to storing them in a tiddlywiki to help with this.
Recently I chatted on-air with James Chambers about the organisational aid called Fronts that is featured in the various ‘powered by the apocalypse’ games (Apocalypse World, Dungeon World, Monster of the Week, Tremulus, etc) and how they could be used in other games to help a GM organise their plots and keep track of what is going on. You can find the video here:
You can also find more about Fronts and how they work specifically here: http://www.dungeonworldsrd.com/fronts
Essentially a Front is a GM tool where you create adventure and campaign fronts, each of which features a number of dangers (opponents, hazardous lairs etc), an impending doom (how the world will be changed for the worst if the plot reaches it’s conclusion) and grim portents (events that occur as your campaign progresses to move your plot forward). Each of the PbtA games offers a number of different potential dangers (related to their theme and type of game) and sample moves or actions for those dangers to take.
For example: An oppressive government might have “kidnap an enemy” as one of their potential moves.
This great as a GM tool because it allows you to create your fronts and have them written down for easy reference, the abbreviated form forces you to think about what is important for this particular plot rather than going OTT and writing hundreds of pages that don’t end up getting used and also any time you have a spare moment or a lull in your game you can have a look at the list of moves for the dangers on your Fronts and use one or more of them to move the plot along.
I think Fronts are a great way of GMs keeping track of their information and it is a technique that I have taken to using in most games that I run; below are some examples of Fronts used in my currently running Jadepunk game.
If you are one of my players then please do not read this until after the game has concluded.
- The 13th Governor’s plans for Kausao.
13th Governor (warlord, dictator (Apoc World), impulse: to control)
Impending doom – Tyranny (creating a world government with Kausao at the head)
1 – Uses Windrider crash to justify more draconian laws.
2 – Recruits volunteers to create a new organisation ‘The All-Seeing Eye’, building a new facility on the site of the old Council of Nine building.
3 – Marries Kaiyu Misake, Empress of the Kaiyu Nation.
4 – Uses black jade clockwork and allies to take control of Aerum Nation.
5 – With two of the major nations behind it Kausao becomes the new capital of the world, Governor declares himself Emperor with the head of each nation serving as his viceroys.
Isaku Sota/Sota Family (grotesque (Apoc World)-crave mastery, impulse: to create a clockwork empire)
Impending doom – Pestilence (the replacement of weak flesh with machinery, and the rise of clockwork over primitive biology)
1 – Provides clockwork warriors in return for access to black jade.
2 – Performs horrible experiments in an attempt to understand black jade.
3 – Manages to create the worlds first “synthetic jade” blood jade.
4 – Discovers a way of using blood jade to create intelligent clockwork creatures.
5 – Sota’s clockwork warriors forcibly convert their creator into a clockwork creature like themselves, he becomes the Iron King.
Kaiyu Misake (impulse: absorb those in power & grow)
Impending doom – Tyranny (ensuring that the Kaiyu nation (and herself personally) become one of the pre-eminent world powers)
1 – Misake becomes Empress of the Kaiyu Empire following her father’s death.
2 – Brings Kaiyu navy to Kausao to support her husband, becomes a devout follower of a deviant sect of the Way of Suffering.
3 – Calls upon Kaiyu allies to help overthrow the Aerum Empire.
4 – Begins to host lavish parties for nobles, encouraging debauchery and that they take joy in their exalted status.
5 – Is given control of the All Seeing Eye, Kausao becomes a place where no-one dare speak out against the Governor or Misake lest they be arrested by the secret police and enslaved to one of Misake’s Sybarite dens.
- The Aerum War on Kausao
Kausao Government (ambitious organisation, impulse: maintain the status quo)
Impending doom – Usurpation (replacing the current Aerum regime with one more sympathetic to Kausao)
1 – Isaku Sota presents the Governor with mechanised armour for his soldiers (adapted from his own clockwork armour).
2 – Using the mechanised armour the Governor launches a full scale assault (backed by the Kaiyu) on the airship fleet.
3 – The Kaiyu are unaware that a group of Shadow Warriors were dispatched to the Aerum Nation as soon as the Governor received word of their potential dissatisfaction; the Shadow Warriors strike and kill Aerum Koji the ruler of the nation.
4 – Using agents in the Aerum government a puppet ruler who follows Kausao’s lead is chosen; he then requests the assistance of Kausao in putting down rebels.
5 – Governor sends mech-armoured troops to back up his puppet ruler, Aerum nation now becomes a satrapy of Kausao.
Aerum Koji/Aerum Nation (Horde, impulse: to grow stronger and overcome all resistance in Kausao)
Impending doom – Tyranny (annexing Kausao and making it a province of the Aerum Empire)
1 – Aerum Koji realises that Governor is moving to a pro-Kaiyu stance and realises that the Windrider incident was designed to disgrace their nation as a prelude to most overt hostile actions by the Governor.
2 – When word of the wedding is received Koji dispatches an assault airfleet to demand the Governor stands down.
3 – Airfleet come under attack from the Kaiyu Navy and the Governor’s forces, eventually they are defeated by the new mech-armoured troops.
4 – When word of Koji’s assassination occurs and word of his replacement reaches the airfleet many of them realise that the Aerum Nation belongs to Kausao, and rather than give in they take their ships and retreat into neutral lands becoming rebels and hoping to one day free their homeland.
Uddoratto Syndicate (ambitious organisation, impulse: to infest from within/take by subterfuge)
Impending doom – Impoverishment (seeking to prolong the conflict so that they can get maximum profit out of it)
1 – The original plan was for the Kausao forces to wait until they were fired upon first, a member of the Uddoratto accidentally ordered a bombardment from the Kaiyu navy to begin.
2 – Uddoratto members attempt to leak plans for the mech-armour to the Aerum forces.
3 – During the chaos looting is widespread, many of the goods stolen fall into Uddoratto hands or are fenced by them.
4 – When the Aerum are defeated, it is a member of the Uddorratto Syndicate who is elected to rule the country on the Governor’s behalf.
5 – Under their rulership the Aerum Empire becomes a dark place ruled by bandit lords and brigands.
In this video I discuss Fronts (an excellent tool for GM organisation and plot planning pioneered in the Powered by the Apocalypse series of game with James Chambers.