This morning I put the finishing touches on a campaign outline based on the PC roleplaying game, Arcanum: Of Steamworks and Magick Obscura.

Similar to the campaign outline I created based on Guild Wars Prophesies, this campaign outline adapts the game’s story to an episodic tabletop adventure.

Prophesies Adventure Path (Jun 19, 2013)

I’m still working on the process. It doesn’t take a terribly long time for me to adapt a basic story to an episodic campaign, but I’m not going to start going crazy with it until I can nail down a format for adventures as well — though I have about half a dozen of these outlines under my belt at this point.

I’ll tell you though, once I work out the bugs of my campaign/adventure system, I will start cranking the suckers out — campaigns and adventures positively leak out of my brain and the only thing really holding them back is a lack of formatting.

“You all start on an airship…”

So, this Arcanum outline I wrote was a little tricky for a number of reasons. For starters, there is a lot of back-and-forth travel in the PC game, which can be really hard to work out for players. I mean, players will travel easily enough — but getting them in the right place at the right time can be a nightmare.

So the first thing I had to do was downplay the importance of recurring NPCs, so the campaign could continue if the party never happened to visit them, or for whatever reason decided never to revisit them. It’s a shame, but it happens.

The next problem was that Arcanum is dependent on the initial airship crash — the crash starts the plot moving and provides the player with the impetus to investigate numerous plot threads. Almost in spite of this, Arcanum is super non-linear.

Once I have the whole thing transcribed to a digital format, I’ll throw it online for you to see just like the one I wrote up for Prophesies. If you haven’t played Arcanum, this is your chance to play it quick before I spoil the heck out of it.