Today, I want to show you some GM aids that reveal two completely different philosophies about running TTRPGs. We're going to talk about them, then we're going to talk about why using a GM aid like this important. First thing to note is that both of these documents are created by the GM / DM and are made available to the players.
Below is a link to a one-page Campaign Planning Form that is standard in GURPS. Open it up and read. Then come back.
What did you notice? What does it emphasize?
Below is a link to a one-page My Campaign form by Matthew Coleville (of MCDM). Read it and come back.
https://drive.google.com/file/d/1ZK5E4Qg3AnfZLj68v6_3sioGrPmrw4Be/view
https://drive.google.com/file/d/1ZK5E4Qg3AnfZLj68v6_3sioGrPmrw4Be/view
What did you notice? What does it emphasize?
Comparison: Contract vs Syllabus
Let's compare and contrast these campaign forms as they are both the same tool, but they show different approaches to TTRPGs.
The GURPS campaign form is about defining the limitations of the game and the setting. It starts broadly with genre, realism vs cinematic, and theme. It defines the level of technologic development (stone/bronze/iron age, medieval, steam, modern, futuristic, etc.) and tells you what kind of political powers are in charge and how much control they use. Then it tells you what is allowed at character creation and what isn't, and what the setting thinks about some characters. Finally, it tells you which supplemental books are permitted because GURPS has a lot of them.
Meanwhile, the MCDM campaign form tells players what's in the setting. It's more of a checklist of cool and useful stuff. I'm not sure if its author intended it to be a GM only document, but it can definitely be a player aid. It helps you structure your setting by establishing the pieces of it so that players can do cool stuff and have fun adventures.
The GURPS form is a contract. The MCDM form is a syllabus.
Analysis
The GURPS form defines the scope of the game. It is the GM telling the players "here's the kind of game I'm running, and you need to create a character who fits." It's a constraint document that intentionally narrows the scope of the game. It prevents mismatched expectations. If you join the campaign, you agree to these terms.
The MCDM form, if used as a player aid, orients the players. It gives context. It assumes (high) fantasy genre already and it does only a little to modify the genre or tone. It tells you about one small location, it hints at the greater political system and cosmology, shows a few geographical features, and a few small enemy factions responsible for conflict. Here's what you know, here's who you talk to if you want to learn more. The "Here's what locals think about dwarves, hobbits, elves" section softly tells the players how these fantasy races are in this setting, framed as how they are perceived.
Both forms are useful. Both are smart. But one campaign form solves more problems than the other.
The GURPS form is better suited for managing expectations than the MCDM form. The MCDM form, while it has a space for you to detail how different fantasy races are like in his world, it does not restrict their use by players. The from does not detail what is allowed or disallowed: classes, races, backgrounds, race-class-background combinations, languages, feats, multi-classing, equipment, magic. It doesn't explicitly state what kind of style or tone to expect. It is still a kitchen-sink. Meanwhile, the GURPS form can directly, explicitly say it's a fantasy-sci-fi genre, elves and magic are not in this game, and here's what happens in this setting if you use Psi abilities.
Use the GURPS form if you want to tell your players what nonsense isn’t allowed. Use the MCDM form if you’re fine with whatever nonsense is allowed.
One of the problems with a social contract is that it's unspoken. This sort of campaign document is a snapshot of your specific game, and it should be standard in TTRPGs. Seriously. It's not just "oh, we're playing an Eberron campaign, and the big bad is a tarrasque". This also lets players know all the little particularities of your presentation of the Eberron setting. Your particularities are the highlight of the form because you're the GM and you need to let the players know what kind of game you can handle running, and what kind of game you can't. This should be completed and available when you pitch your game to prospective players.
My Form
After reading these two forms, I decided I wanted one that suited my game, Bright-Dark 3d6 Role-Playing Game. Below, I have provided a link to a one-page campaign document with the items that I think are valuable right now. Your needs / tastes may vary.
Leave a comment on this post. I would appreciate come feedback on this concept and on my form.
Optional / Add-Ons:
What else could be added that's valuable?
- Related Media: What books, movies, etc. that are similar to your game. This helps orient players fast. If you list NausicaƤ of the Valley of the Wind or Firefly, that might stop them from thinking about making a character who would suit The Fifth Element or Breaking Bad.
- Recommended Reading: Supplemental RPG books, documents, etc. Maybe you wrote a short story about characters in your world, or maybe you have a detailed setting document.
- Homebrew: Are you big on homebrew? What's your homebrew stuff, or what play-brew stuff is allowed?
- House Rules / Optional Rules: Every table has this. Make yours clear.
- All that Lovely, Lovely Session Zero stuff: You know, violence, gore, and whatever other weird no-go zone types of stuff. Player vs Player? Play-styles focus / emphasis, heavy roleplay or heavy bookkeeping, PC death, game balance, game fouls, etc., etc.
- Miscellaneous. More things in life need a misc. section than you think.
Related
Hyper-Gratuitousness in Fiction and TTRPGs is an excellent post that you might find valuable for your TTRPGs if you want to include darker subject matter with care.
And how about: The DM Shortage - Why 5e Doesn't Have Enough
