Campaign Model: The Rebellion
Many great stories have been told using the theme of rebellion, but it can sometimes be a difficult or elusive concept to grasp and portray. To that end I’ve created a simple campaign model that can help anyone create a rock solid rebellious campaign. We’ll break it down to it’s essential parts in order.
Part 1.) The Injustice. Before a good rebellion story can be told, there must be a reason to rebel. There must be a catalyst that stirs the players to action, while at the same time establishing that their rebellion is justified and needed. This requires that the current powers that be, the government, empire, mages guild, vampire enclave, whoever it is, commits a wrong against the player that is undeserved. This should include a prominent abuse of their power, and ideally should also display at least a portion of the vastness of that power. Since one can’t rebel against someone with less power and influence than you this is an essential component. The injustice doesn’t need to happen directly to the player, it can also target their loved ones, family, friends or the like. In a campaign with multiple players it may be a single injustice that rallies all of them, or they may each have their own incident that unfairly targets them.
Part 2.) The personal rebellion. This is the moment that the player acts on their desire to create change, or on their rage against the current authority. This may be the same scene as the injustice or it may be days, weeks, or even years later. This personal rebellion should be reflective of the injustice done to them and how the character feels about it. Some personal rebellion might be something small. The child stays home from school. The businessman takes an hour long lunch. The knight no longer salutes his king. Or it may be something more grand. The smuggler keeps his cargo instead of handing it over. The grief stricken father blows up an abandoned construction site. The superhero removes his mask. Unless the goal is a story about revenge blackening ones soul it’s important that the rebellion not be worse or more destructive than the injustice. The one suffering the most from this rebellion should be either the oppressor or the rebel themself. Lastly this personal rebellion should be ultimately futile. It does not stop or defeat or even hinder the oppressor, it either goes entirely unnoticed or at worst is a minor inconvenience. This helps to establish the need for allies.
Part 3.) Convergence. At this stage the rebels, whether through intention or circumstance are united with each-other and others who share their viewpoint. They’ll likely commiserate and share the stories of their injustice. This not only helps establish the players with each-other, but it also helps them meet other npc’s who may be allies while at the same time revealing more of the extent of the need for rebellion. One person wronged or slighted is a grudge, is revenge. But many becomes a problem for society itself, it brings the need for rebellion into sharper focus and each victim makes it more justified.
Part 4.) United action. Now, together the group of rebels can begin taking real, co-ordinated and meaningful action against their oppressors. They can move, strike, and achieve objectives previously unreachable thanks to their combined resources, their combined intelligence, and their network of contacts. This comes the closest to a standard “adventure” that might be found in other games and is where the meat of the campaign is, alongside the next part.Part 5.) The push back. The powerful oppressors are of course not going to suffer a defeat without taking action. They push back. At this part the oppressors will take a powerful, decisive and potentially demoralizing action. Often times this process will harm others besides the rebels, which could potentially turn innocent bystanders into enemies, who blame the rebels for the punishment being meted out, or into allies who now see the malevolence of the oppressor for what it is.
Part 5.5) Repeat. Optionally you may choose to repeat the previous two steps one or more times, each time the rebels make an advancement, the oppressors strike back with a new plan for revenge. This cycle can continue for as long as is needed based on the campaign. Each event is more likely to draw others into the crossfire allowing great opportunity to add new allies and foes and to have players question or re-affirm their resolve. Part 6.) Resolution. This is the end. The big finale. In one final move the players overcome their oppressors. This may mean killing them, reforming them, exposing them to the public, or stripping away their power. The important thing is that their rebellion, once seen as agitation and trouble-making has been vindicated and justified. Perhaps the common folk recognize them as heroes, perhaps they don’t, but their lives will be noticeable better for the act of rebellion that has taken place. Ideally the resolution should wrap up all the remaining plot threads and character arcs as any good ending should.
And so, just like that you have an entire campaign. This might all take place in the span of a single marathon session, or it might be a multi-year long epic. It could take place in the distant past, the modern world, a far flung future, or any of a thousand other places. No matter the era, the technology or the powers there are always stories of the many and mighty being toppled by the few and dedicated. Acting against the law, the authority, the church, the gods, the nobility, the alien overlords, or whomever else will always be a gripping tale of personal and societal reform. And this basic arc functions equally well for freedom fighters roped into a bigger cause, innocent citizens facing disenfranchisement, or even for members of the oppressors who have seen the evil they serve and turned their backs on it.Your rebellion campaign may play with themes of freedom and slavery, with media perception and propaganda, with self sacrifice or the importance of finding joy even in a dark world. It may be a bloody tail of anarchy and social reform, or a clear-cut case of plucky rebels vs comically evil overlords. But however you choose to run it, this basic structure will be your guide. And as always, have fun.
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