Campaign Type
TL;DR
Campaign Types give a GM a way to determine player power levels at the start of a game when the system doesn’t use conventional character levels. Players will roll or point-buy their Characters’ [Aspects](REFERENCE - Character Aspects.md) using parameters below based on the campaign being run.
OVERVIEW
The Campaign Type is a way for a game master to create starting characters which suit the mood and tension of the game they’re trying to run. By limiting the initial Aspect points for a character, this in turn limits Qualities and the numbers (and skill levels) of Abilities that can be purchased as well.
Give a careful thought to the options on both ends of the spectrum when determining campaign type, as selecting either will have a major effect on gameplay.
- The [DOOMED] campaign type is very much geared towards disposable characters - think of it like a zombie apocalypse, or an old-fashioned game of Metamorphosis Alpha. Characters are fragile, will fail at many skill rolls, and will have to be both good and lucky to survive. Characters will have around 6 Abilities at the Novice (2d4) level of mastery.
- The [MYTHIC] campaign type, on the other hand, is a fairly powerful campaign style which will give starting characters strong Aspects and numerous Abilities at higher levels - and even potentially several Abilities already at max level. This is a campaign type for either legendary heroes, or comic-book style narratives. Specialist characters on average will have up to 5 Abilities at the Artisan (2d10) level, while generalists may have up to 20 Abilities at the Novice (2d4) level. Other builds incorporating 10-14 Abilities at various levels of mastery will be more common, though investment in at least one Ability to Artisan level is to be expected.
If there’s any “default” Campaign Type for The Lens, it’s the AWAKENED type. This starts characters in a place where the world has significant challenges, but they have enough tools at their disposals to survive and eventually thrive, if they play wisely.
DETAIL
| CAMPAIGN | Description | Roll | Buy | Max Mastery | FACTION |
|---|---|---|---|---|---|
| DOOMED | Post-apocalyptic scenarios where life is cheap. | 2d4 | 24 | Novice | 1d6 |
| NORMAL | Modern adventures where normals are caught up in crazy. | 3d4 | 32 | Apprentice | 2d6 |
| AWAKENED | Low-magic D&D-style fantasy campaigns begin at this level. | 3d6 | 44 | Apprentice | 3d6 |
| FATED | High-magic fantasy campaigns usually start here. | 3d8 | 56 | Journeyman | 4d6 |
| CHOSEN | Epic, high-level fantasy, or early superhero-style adventures | 3d10 | 68 | Journeyman | 5d6 |
| MYTHIC | The stuff of ancient legends and bold superheroes. | 3d12 | 80 | Artisan | 6d6 |
Roll/Aspect: Roll this for each Aspect to determine their values. See [[REFERENCE - Character Aspects]("./REFERENCE - Character Aspects.md")] for details. Point Buy: Spread this many points across all Aspects as you choose: see the reference above for details. Max Mastery: Abilities cannot be initially bought beyond this level of mastery. See [[REFERENCE - Character Abilities]("./REFERENCE - Character Abilities.md")] for details.