While there is no ‘one true way’ to run a campaign or adventure set in the worlds of the Eternal Champions, each Stormbringer Game Master brings his or her own experience and advice to the table. Collected here are articles and suggestions on bringing the multiverse to life.
Intricate Destinies by Richard Watts
Read on brave adventurer...Note: This article first appeared in the Herald of Doom fanzine, and reappears here with the permission of its author, Richard Watts.
Creating a Young Kingdoms Campaign
Creating a Stormbringer campaign can be a complex task, assuming that the Game Master is, like Michael Moorcock, attempting to tell a long and involved story with its own set of heroes, villains and memorable occurrences. The best such campaigns are planned from the beginning, but it is also possible to begin without a grand narrative envisioned from the start, instead starting with a simple idea for perhaps one or two short, self-contained adventures and embellishing the plot as you go. This, after all, was how Moorcock’s own epics grew.
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Regardless of your approach, planning and running a Young Kingdoms campaign can prove challenging to even the most experienced Game Master. This article offers a few thoughts concerning campaigns that Game Masters might wish to consider before your own campaign or plans for one progress too far.
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