Campaign Structure
A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. That means a campaign can become more than the sum of its parts. A campaign provides the overall structure for your Starfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it. When you start out, you'll likely have a core structure in mind for your campaign, but through play, it can—and should—grow and evolve.
Campaign Length
You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play monthly, you might consider holding longer sessions and using fast advancement (800 XP to level up) or choosing story milestones to reach the next level. Some groups using milestone leveling might level up every session, or spend several sessions experiencing the new abilities available to them at a certain level, at group discretion.
Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide it's a good time to stop playing.
You should have an end point in mind when you start a campaign. Still, you have to be flexible since you're telling the story alongside other players, and your initial expectations for the campaign might change over time. It pays to be conservative when estimating your campaign's length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.
It's also important to talk to the other players about your progress and everyone's engagement with the campaign and characters. When you think you're heading toward a satisfying conclusion, check in with the other players. You might say, “I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?” or “I know we said today was our last game, but the party's last wish ritual to reincarnate on another planet together inspired so much roleplay that I'm excited about playing a one-shot with those characters. Is anyone interested? Or do you want to start a new game with new characters?” This lets you gauge whether your assumptions match up with the rest of the group—and allows you to make any necessary adjustments if they don't.
Basic Structures
One-Shot
Adventures 1, typically exploration, horror, investigation, or a weird adventure
Top Level 1, but often starts at a higher level
Time Frame 1 session
Brief Campaign
Adventures 2, typically one exploration or investigation followed by a higher level adventure; might be any type of adventure
Top Level 4–5
Time Frame 3 months weekly, 6 months biweekly
Extended Campaign
Adventures 5, typically with multiple adventures fitting the main theme of the campaign; might be any type of adventure
Top Level 11–13
Time Frame 1 year weekly, 1-1/2 years biweekly
Epic Campaign
Adventures 6 long adventures; might be any type of adventure
Top Level 20
Time Frame 1-1/2 years weekly, 3 years biweekly
Themes
A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears their life apart and causes tragic harm to those around them. You might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they've lost, or courting the player characters.
You might choose to mix elements of classic high fantasy, such as the content of the Pathfinder Roleplaying Game, into your campaign. See Chapter 5: Anachronistic Adventures for advice on how to combine this material with a Starfinder campaign, or vice versa.
Linking Adventures
Using similar locations and related creatures helps you form connections between disparate adventures. For example, you might have the players explore a frozen corporate outpost on Vesk-7 early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, glitch gremlins might be tough enemies for your group at low levels, but as the PCs attain higher levels and the gremlins become mere minions of a powerful fey technomancer, the players feel a sense of progression. Over time, the players feel like their characters are becoming experts at negotiating with Veskarium soldiers, navigating the stars, battling daemons, navigating the Drift, or dealing with whatever the recurring elements are.
Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from a dystopian campaign to one with futuristic and fantasy elements, the PCs could buy their impounded starship back from an azrinaran oligarch on Apostae but then face magically controlled fungal constructs and corrupted Skyfire pairs on Triaxus after they arrive looking to join the legendary Skyfire Legion.
Player Goals
Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. Consider rewarding players who keep track of their character'sgoals and their progress, potentially giving out extra Hero Points to incentivize engaging with the campaign's long-term story. The Long-Term Goals section gives you more details on how you can use goals in downtime.
Changing the World
Power Level
Recurring Villains
The advice about roleplaying NPCs applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against, and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics? What's memorable about them?
Villain Goals
Starting the Campaign
- Establish the expected schedule and, generally, how long you expect the campaign to last. It's okay if you aren't certain about the total length, but you should still give an estimate.
- Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first, let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself if you're playing in person.
- Let the players of know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts.
- Tell the players where in the game universe the first session will take place.
- Give the players a basic idea of the genre or theme.
At the First Session
- Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay.
- Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn from first impressions. If they want to go deeper into their backstory during play, they can do so later.
- Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play.
- Begin the adventure using the Starting a Session steps. For your first adventure, find a good place for the PCs to meet and a reason for them to be together.
Starting at a Higher Level
The Character Wealth table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items as well as spend their currency on common items if they choose. This table gives them fewer items than they might have had if they'd gained items through adventuring, but it balances the fact that they can choose what items they want.
Ending the Campaign
An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration!