Wednesday, April 8, 2026

OFF THE BEATEN PATH - BREAKING FROM YOUR CAMPAIGN'S NORM


Modern comics have created a perception of intense planning and forethought with their interconnected crossovers and prescriptive metaplots. This, however, is not, nor has it ever been the way for the majority of comic book history. Even heavily themed, more focused books, like X-Men, have had their disconnected, seemingly random encounters. Comics often had to insert filler stories between major events, to keep books going or while they were trying to find their legs. This was, of course a purely business-based decision as many comics literally struggled to stay in print, often getting cancelled and restarted before they finally found their voice. 

As gamemasters, this gives us a lot of wiggle room with what you can plot for your campaigns. As mentioned in previous posts, seeming;y random things often happen in any given title but this randomness can be controlled and planned for and not quite as odd and slapstick as some of the previous examples. Where that post was written to give permission to have simple, dumb fun happen in your games, here I am talking about being more intentional with side quests outside the normal theme of your game. 


Taking your players outside of their usual themed plots and stories is a great way to allow them a break from their usual. In addition, such adventures often introduce the characters to new obstacles and situations that put their powers to the test and provide opportunities for them to expand upon those powers. As a GM, these side adventures will let you expand you storytelling and character design. Spider-Man may spend most of his time duking it out with a constant run of quirky villains but he occasionally gets chucked into another dimension, to another planet or finds himself tangling with enemies outside his usual rogue's gallery.

Side adventures are great ways to introduce new elements for your story as well. While they don't need to carry over beyond the initial adventure, they can certain provide a lasting element to your campaign. Just as the X-Men discovered a supply of Vibranium in the Savage Land, along with introducing heroes like Ka-Zar or villain such as Sauron, a side quest into a new space provides seeds and questions to later exploit in your games. The Ihumans and their expansive story were introduced through an encounter with the Fantastic Four. In these cases, the comic book universe and the setting of the particular titles were broadened beyond their normal focus, making for a more interesting story and ultimately providing elements that could be called upon later just asv GMs can in their games. 

As a GM, it is important to consider what you hope to accomplish with these side adventures. Consider tying them into your players desires - things they may have mentioned in passing along the way or even specifically asked for. If you have a player who is hoping to expand their powerrs in a new direction, perhaps consider how one of these side adventures might help with that? You may have an upcoming eneemy planned for your players that might present them with a challenge that they normally have no means to deal with and a side adventure to a new place or with a new character could allow them that means, if tey are crafty enough to make the connection. Side adventures are also great ways to foreshadow upcoming events in your campaign. A seemingly random encounter with an alien species could just be the tip of the iceberg of a massive event in your universe. 


Whatever you do with side adventures, make sure that, while they seem outside the norm for your heroes, they still do something to enrich the game and story of those heroes. Too many totally random "What The..?!" moments will leave your players feeling there isn't any sort of direction to the game and while this may be okay for more casual campaigns or with certain kinds of characters, mostp layers are going want a little more meaning in their campaigns. 



No comments:

Post a Comment

OFF THE BEATEN PATH - BREAKING FROM YOUR CAMPAIGN'S NORM

Modern comics have created a perception of intense planning and forethought with their interconnected crossovers and prescriptive metaplots....