Campaign Timeline

Overview: The One-Year Game

As specified in Campaign Creation, your FFZ campaign is expected to last about one year in actual, real-world time. While the specifics can, will, and should vary based on your own personal schedule and that of your players, FFZ wants to make it easy on you by providing a skeleton on which you can (if you'd like) hang your campaign.

It should be noted that this campaign timeline may be assumed and referenced, but it is not enforced — it is a guideline, to help steer your hand as a GM, but it is not a requirement.

From the most basic level, this consists of:

  • A number of Challenges equal to the number of people in the party for every encounter (4 is assumed).
  • One Encounter for every hour of play.
  • One Session per week, each one lasting 3-5 hours.
  • One Adventure per month (on average), lasting about 3-6 sessions each. You Level Up at the end of each adventure, having faced about 10 individual challenges per character (so, 40 is assumed for the party).
  • One Arc per season (on average) of about 3-4 Adventures (roughly, every 5 levels)
  • One Campaign per year, consisting of about 3-4 Arcs (roughly, every 15 levels).

This assumes that the "average group" meets about three weeks out of the month. Every month, you will get one adventure.

The Campaign Timeline talks you through every step, noting which sessions are especially key. It notes each challenge, each award, each session, adventure, and arc.

Session 1: "Prelude"

[Adventure 1, Arc 1]
Session 1 is when the big themes of the game are introduced, including (especially) the PC's and the Villain. Consider this similar to the part of an FF game before the logo pops up — rescuing Princess Sara in FFI, or kidnapping Princess Garnet in FFIX, or the Mako Reactor mission in FFVII. This is an introductory session to get people used to interacting with each other, the characters, and the world.

What defines the prelude is often a "beginner's dungeon," which is fairly easy but often introduces concepts that will be used and re-used in future encounters.

Session 1: 10 Hooks

  1. The PC's must save a princess.
  2. The PC's must kidanp a princess.
  3. The PC's must escape from a rampaging beast.
  4. The PC's must grab an item necessary to finish building a bridge.
  5. The PC's must survive a crashing airship.
  6. The PC's must accomplish a mission as part of their country's war.
  7. The PC's must defend a figure under their protection from assassins.
  8. The PC's must destroy a location important to a villain.
  9. The PC's must liberate a town from goblins.
  10. The PC's must put down a plague of zombies.

Session 1 Checklist

Hour 1: Begin with a Bang (Encounter 1)

Hour 2: Motives (PC Interaction)

Hour 3: A New Callenger Appears! (Encounter 2)

Hour 4: Mission Complete (Encounter 3)

Session 1 Awards

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