Beginner’s Adventure: How to Start a Campaign in MudawinMudawin is a gritty, character-driven roleplaying setting where political intrigue, survival, and ancient mysteries converge. Whether you’re a first-time Game Master (GM) or an experienced storyteller trying a new world, this guide will take you step-by-step through creating a memorable beginner campaign in Mudawin: from understanding the setting’s tone to crafting starter adventures, building NPCs and maps, and running your first session.
Understanding Mudawin’s Core Themes
Mudawin emphasizes:
- Survival and scarcity — resources are limited; every choice matters.
- Moral ambiguity — factions and characters often have mixed motives rather than pure good or evil.
- Ancient remnants — strange ruins and artifacts hint at a lost, powerful past.
- Tribal and urban tensions — communities range from nomadic clans to corrupt city-states.
Keep these themes front-and-center when designing encounters, NPCs, and plot hooks.
Define the Campaign Scale and Tone
Decide early whether your campaign will focus on:
- A single settlement (micro-campaign) — good for beginners and shorter play-series.
- A region (sandbox) — players can roam; ideal for exploration and faction play.
- The entire setting (epic) — large political machinations and world-changing stakes.
Tone options:
- Grim and realistic: emphasize danger and consequences.
- Adventurous but gritty: keep hope but make success costly.
- Mystery-driven: center on discovery over combat.
For a beginner campaign, a micro-campaign centered on a frontier town or caravan route is usually best — it limits scope while showcasing Mudawin’s flavor.
Choose a Starter Location
Pick a compact, evocative locale that highlights Mudawin’s contrast between past and present. Examples:
- A river settlement built atop an ancient ruined watchtower.
- A caravan outpost at the edge of the Dead Marshes.
- A frontier mining camp near an exposed relic vein.
Provide a short map: the settlement center, a market, a tavern/meeting hall, a watchpost, and one nearby danger site (ruins, bandit camp, hostile tribe). Keep geography simple for the first few sessions.
Create a Simple Overarching Hook
Beginner campaigns benefit from a clear, motivating hook that escalates naturally. Examples:
- The settlement’s well runs dry while the old aquifer pulses with strange energies — villagers beg for help.
- A merchant caravan is attacked; survivors carry a fragment of broken, rune-etched machinery.
- A map found in a dead explorer’s pack points to a nearby ruin with a sealed doorway.
Design the hook so each session reveals more: a rumor, a relic, an NPC with secrets. Avoid forcing players into a single path — let them choose reactions.
Build Player Characters Tied to the Setting
Encourage players to create characters with local ties and clear motivations:
- A former caravan guard seeking redemption.
- A scholar obsessed with relics from Mudawin’s past.
- A refugee from a destroyed clan aiming to reclaim land.
- A city smuggler looking for profit.
Provide simple background prompts to link PCs to the town, factions, and the initial hook. For a beginner table, suggest 2–3 compatibility notes (allies, rivals, debts) to seed roleplay.
Factions and Key NPCs
Introduce 3–5 factions that shape the town’s politics. Keep roles clear and motivations ambiguous:
- The Council of Keepers — elders who hoard knowledge and relic fragments.
- The Iron Syndicate — merchants and enforcers profiting from caravans.
- The Watch — local militia struggling to maintain order.
- Remnant Cult — a small group worshipping ancient artifacts.
Create 4–6 NPCs with distinct voices and short agendas:
- Mayor Harka — pragmatic, short-tempered, wants stability.
- Lira the Tinker — curious inventor who studies relics for profit and progress.
- Captain Tolen — watch commander, honorable but underfunded.
- Old Mara — mystic who remembers the ruins’ old language.
Give each NPC a single secret or personal goal that can tie into the campaign’s escalation.
Starter Adventures (Three-Session Arc)
Session 1 — Arrival and Investigation
- Hook: PCs arrive after a caravan attack or drought.
- Goals: Gather information, meet NPCs, learn the town’s immediate problem.
- Encounters: A tense market negotiation, a minor skirmish with scavengers, discovery of a rune-marked item.
- Climax: A nighttime raid or a ritual partially activated at the ruins’ edge.
Session 2 — Exploration and Consequences
- Hook: The rune item points to a nearby ruin or relic site.
- Goals: Explore, solve a simple environmental puzzle, face corrupted fauna or traps.
- Encounters: Environmental hazards (quicksand, poisoned springs), puzzles tied to Mudawin lore, an ambush by a rival faction.
- Climax: The party recovers a relic fragment and learns it’s dangerous — someone wants it.
Session 3 — Choice and Fallout
- Hook: Factions converge; the town demands resolution.
- Goals: Negotiate, defend the settlement, decide the relic’s fate.
- Encounters: Social confrontation with the Iron Syndicate or Council, a large combat if negotiations fail, or a ritual that could stabilize or destabilize the town.
- Climax: PCs’ decision reshapes alliances and sets up future adventures.
Each session should last 2–4 hours. Allow for improvisation and player-driven choices.
Encounter Design Tips
- Use scarcity: limit healing resources, make ammunition and tools matter.
- Make choices meaningful: moral dilemmas and trade-offs should have tangible consequences.
- Blend combat, exploration, and social scenes in each session.
- Keep early combats short and varied; use terrain and objectives beyond “defeat all enemies.”
- Use environmental storytelling: ruins, graffiti, and relic fragments tell Mudawin’s history.
Maps, Props, and Visual Aids
- Keep maps simple: 1: town, 1: ruin/dungeon, 1: regional travel map.
- Use 3–5 props: a torn letter, a rune-etched shard, a crude map, a faction token, and a wanted poster.
- Optional: a handout with a crude sketch of the ruin and a fragment rubbing to spark curiosity.
Session Zero
Hold a short Session Zero (30–60 minutes) to:
- Align expectations (tone, difficulty, safety tools).
- Create character ties and clarify player goals.
- Explain what “Mudawin” means mechanically (resource limits, relic risks).
- Decide party logistics (rest mechanics, downtime).
Set boundaries and check consent for morally intense content.
Running the First Session
- Start in medias res — a crisis hooks players faster than exposition.
- Introduce NPCs through action and dialogue, not long descriptions.
- Keep turn order and rules simple to avoid bogging down new players.
- Reward creative problem-solving and roleplay with small mechanical or story benefits.
- End with a clear teaser for the next session (a new clue, a looming threat, or a faction ultimatum).
Advancement and Rewards
- Use milestone advancement tied to story beats (clear the ruin, broker peace, expose a secret).
- Reward exploration with fragments and lore that grant boons but carry risk.
- Offer non-monetary rewards: titles, favors, maps, or access to faction resources.
Hooks for Continuing the Campaign
- A hidden vault under the town reveals a map to a larger relic network.
- Rival factions escalate into open warfare, dragging PCs into larger politics.
- The relic’s activation attracts a powerful, remnant entity.
- PCs are offered leadership roles (e.g., head of the Watch, caravan commander).
Common Beginner Pitfalls and Fixes
- Overly complex maps or mechanics — simplify.
- Too many NPCs/factions — keep it to a few with clear goals.
- Railroading — present options and let players choose.
- Ignoring player backgrounds — weave them into the plot early.
Example Quick NPC Hook Table
NPC | Role | Quick Hook |
---|---|---|
Mayor Harka | Town leader | Needs help securing the well after sabotage |
Lira the Tinker | Inventor | Wants relic fragments for research — may sell to rivals |
Captain Tolen | Watch commander | Seeks recruits to defend a caravan route |
Old Mara | Mystic | Knows a ritual song that can calm a relic — at a cost |
Final Notes
Start small, emphasize choice and consequence, and lean into Mudawin’s mix of ruinous past and harsh present. A focused three-session arc, tied to player backgrounds and driven by clear stakes, will give new groups a satisfying introduction and plenty of hooks for future adventures.
Leave a Reply