#GM Campaign Guide — Long-Term Play and Expansion
Contents
A long-term operation guide for how to run and grow a Konsei Reiyotan campaign beyond one or two battles.
#Campaigns Run on "Repeated Pressure" More Than "Grand Story"
A good campaign does not need every part of a grand plot written from the start. It often lasts longer if you decide the following three things instead.
- Who is trying to expand their power
- What is falling apart
- Which side the players will become responsible for
#1. First, Choose One Campaign Axis
#Spirit Realm Axis
#Sengoku War Axis
#Identity Axis
#Economy/Trade Axis
#Domain Operation Axis
#2. Regions and Factions Are Both "Stage" and "Schedule"
When preparing a campaign, choosing only one region is enough. Within that region, however, it helps to decide the following.
- whose land it is
- why yoma are increasing there
- which faction moves openly, and which faction is hidden
- whom the common people fear, and whom they resent
Good regional operation is not using a broad map. It is using one region's interests deeply.
#3. For Long Campaigns, "Enemies Who Return" Beat "Strong Enemies"
A campaign enemy does not have to be a Lord-grade boss. The enemies below are often remembered longer.
- a yoko who first appeared as a trading partner
- an oni Elite who retreated after defeat
- a monk whose values clash with the players'
- a heroic spirit competing over the same goal
- a shikome who repeatedly leaves only traces behind
For this, use the following documents together.
#4. In Long-Term Play, "Between Battles" Matters
Time between sessions is one of Konsei Reiyotan's strengths. When the following elements enter between battles, the campaign becomes more three-dimensional.
- reputation changes
- Three Ways and Six Hearts movement
- squad reinforcement and losses
- gold and supplies
- domain actions
- trade-route changes
- faction relationships worsening/improving
That is why a long-term campaign GM should not leave only combat logs. It is better to leave a session-end summary in at least four lines.
- What was resolved today?
- What became worse?
- Who now remembers the players?
- What is the pressure for the next session?
#5. How to Keep Drawing Scenario Ideas
For long campaigns, running out of ideas is the most frightening problem. When that happens, do not make new rules; pull from the resources below.
#Internal References
#External Reference Branches
- Sengoku war tales: gates, bridges, borders, sieges, hostages
- ghost stories: villages, dreams, funerals, taboos, those who returned
- religious legends: seals, expulsions, austerities, divine punishments, heresies
- commercial history: ports, smuggling, ammunition, taxes, foreigners
- family narratives: succession, revenge, marriage, expulsion, heirlooms
When drawing ideas, the following formula is easy to use.
one historical/legendary material + one yoma distortion + one choice the players must take responsibility for
#6. In Long Campaigns, Tie Advancement and Rewards to Story
Konsei Reiyotan is not a game that counts experience-point numbers. So in a long campaign, what matters is not "how much the party fought," but what they overcame.
When granting a dan increase, it is usually good if at least two of the following four are true.
- combat completed
- scenario objective achieved
- Three Ways and Six Hearts shifted or became fixed
- a major decision that fits class/background identity
Rewards work the same way.
- gold
- reputation
- alliances
- enmity
- maps
- licenses
- invitations to what follows
Giving rewards this way makes players feel not that "numbers went up," but that "the world changed."
#7. Basic Rhythm of a 1-Year Campaign
#Opening (1~3 dan)
- introduce the world
- fix party roles
- first appearance of a key enemy faction
#Early Middle (3~5 dan)
- solve regional problems
- raise reputation
- make the party's allies and enemies clear
#Late Middle (5~7 dan)
- introduce domain/trade/faction politics
- bring personal background forks to the foreground
- recurring enemies return
#Late Campaign (7~9 dan)
- collect long-running foreshadowing
- increase the weight of the Core Zone, the Spirit Realm, and pitched battles
- collision with a Lord-grade enemy or great faction
#After Tatsujin
- domains, Renown Titles, schools, sacred objects, and faction order create a new balance
#Final Advice
What makes a Konsei Reiyotan campaign better is not a huge metaplot. Usually, the following three things matter more.
- the same place appears again
- an enemy spared once returns again
- the players' choices change the terrain of the next session
If you have read all three documents, the Konsei Reiyotan GM introduction is now complete.