Saturday, June 27, 2026

MAINTAINING WUXIA CAMPAIGN LONGEVITY PART ONE

This is part of an ongoing series on long lasting wuxia campaigns (and a casual Saturday post while I recover from being sick). I have been running regular Wandering Heroes of Ogre Gate campaigns since we started work on them in 2014, and before that I ran a  number of wuxia campaigns using other systems. When we started work on Ogre Gate, one of my goals was long term play, and I tried to incorporate the things I had observed added to long term play. Here are key things that helped me. 

D&D-ISMS

While I would not compare Ogre Gate to Dungeons and Dragons, or claim it is an OSR game, it does have some D&D-isms. In general these were things I felt were shared by D&D and wuxia (like inns for example). I think it is important to get into because I often see online discussion about wuxia or horror campaigns dismiss D&D or D&Disms. But D&D is a great game and can work for genres like wuxia and horror (I've seen it work for years). Obviously there are system concerns people may have around emulation, and that is a topic unto itself which I might get into later (because I believe Ravenloft was a highly effective Gothic Horror campaign world using the D&D system). But today I just want to focus on features of D&D that can help add longevity to your campaign, not focus on system issues. 


D&D has a lot of features that lend themselves to long term campaign play. You have large tomes of monsters, pages of spells, magic items, etc. It also has concepts like the dungeon, wilderness exploration, random encounter tables, etc. It is a highly gameable approach to play, and I think one of the reasons D&D and its various iterations (whether they be official or clones) is something about its core ingredients and adventure structures, function well for week to week play. When I was working on Ogre Gate, while it wasn't a retroclone or d20 system, and in many ways the polar opposite of D&D, I made a point of not shying away from D&D-isms I felt contributed to healthy campaigns. I had run a number of wuxia campaigns using 1E and 3E Oriental Adventures for example and had noticed certain things lent themselves to long term play but also to reducing GM burnout in terms of how you prep. 

Having some fantastical elements definitely helps. And chief among these is monsters. That is one reason why Ogre Gate has a robust monster section. What having monsters in the setting allows for is a change of pace from human-centric play. Monsters are challenges, they can serve as the basis for an entire adventure. A haunted house for example, almost writes itself once you start with the monster. Anyone who follows my session logs probably sees most adventures are not about monsters, but they crop up from time to time. And I think this element of the setting breathes life into the campaigns. It makes it so it isn't always just about sects and feuds. While monsters are generally not common features of wuxia, there are exceptions, but this is one area where I think leaning into other source material like Pu Songling is helpful. One of the key moments of development for me with Ogre Gate was when I started intentionally using Pu Songling as inspiration for adventure ideas. 

Other elements of D&D are much more at home with the wuxia genre itself. Random encounters for example can help emulate a living martial world. Wilderness exploration certain fits with characters in wuxia stories going on long adventures, often to exotic and dangerous places. But my favorite D&D adjacent feature of wuxia is the dungeon. 

Everyone seems to understand that wuxia has a strong character driven element. Many efforts to emulate the wuxia genre, including my own, Wandering Heroes of Ogre Gate, put great emphasis on character and sect conflict and the drama that can flow from that. But I think people often tend to see wuxia as being less at home with dungeons or classic adventure structures you might find in traditional RPGs like D&D. One thing I tried to do with Wandering Heroes of Ogre Gate was embrace tried and true approaches alongside the more character driven approach. Wuxia often features things like love triangles, sect politics and stories about torn loyalties. But it is also an adventure genre. Even melodramatic wuxia films like The Thundering Sword, have plenty of adventure tropes like the aforementioned Thundering Sword and a trapped tomb where said sword is located. 

Dungeons are perfectly at home in wuxia. Whether it is finding a manual in the tomb of an ancient master, or a complex that is part of a sect headquarters, dungeon exploration adds another dimension of play to your wuxia campaign and helps produce a more robust martial world. 

WEEKLY PLAY

As much as possible, I think weekly play is one key to successful long term campaigns. Life can be challenging, so sometimes sessions have to get rescheduled, but overall I find a schedule of once a week, much better than once every other week or once every month, for maintaining the momentum of a campaign. 

THE CYCLE OF GRUDGES AND VIOLENCE 

This is incredibly important element of my long term campaigns. In wuxia characters are often motivated by a desire for revenge, grudges need to be settled. And these can span generations sometimes. Toward this end, Grudge tables are essential to my campaigns. 

Grudge tables have several ways they can work but the core idea is anytime the players kill an NPC, upset a sect or group, or even embarrass another martial hero, there is always the chance a grudge arises. Generally this should be up to the GMs judgement based on what he knows about the group or characters in question. Once it is established there is a grudge, they are put on a 2d10 table. As each grudge is handled, the grudges move position. The GM then rolls regularly before play to see if a grudge encounter happens that session (and encounter tables have entries for Grudge Encounters as well so they can come up during a random encounter as well). 

Grudges give the game focus. Even if the players are meandering or not following a clear path, a grudge introduces a problem they eventually have to deal with. And the GM can get quite creative with grudges. A grudge encounter can simply mean the players have a run in with the disciples of a rival sect or a specific person they have a grudge with. But sometimes sects and enemies hire assassins. And sending waves of increasingly colorful and skilled assassins when grudge come up is a fun way to liven up play (assassins are just enjoyable to make). 

They also give the game fuel. It draws the players into the cycle of violence in the martial world, which can often be quite endless. 

NOTE TAKING

If you don't take notes, long term campaigns are impossible to maintain. You need to know very basic things, like which NPCs are alive and dead, but also you have to track changes that have occurred to the setting as the campaign has gone on. 

I think note taking has other benefits for wuxia that might not be obvious. I've mentioned in this in previous discussions about 'pinning it down' but frequently in wuxia characters have encounters with random martial experts or thugs, and these are always stark characters of the martial world, people with signature kung fu and weapons, often strange personality quirks. Note taking skills can help you when you need to make NPCs like this on the fly. Through note taking I became very good at inventing techniques, weapons and overall personalities for groups of martial experts...all in the moment. So not taking helps your campaign not just by tracking what happened, but giving you a tool for instant prep when unexpected things come up. And when you write it down that makes it more objective than if you don't. 

RUN CHARACTER BASED CAMPAIGNS

My campaigns tend to be character based. Occasionally, when I am running shorter campaigns for horror RPGs, I may do more monster of the week style adventures, but when I am running Ogre Gate, I always start each session asking the players what they want to do, without any real plan of my own. I may have prepped details I knew were important, NPCs in the setting might be plotting or planning things of their own, but I am not working to fold what the players are doing into any of these things. My campaigns are about letting the players decide what they want to do, who they want to deal with, etc. There is always a back and forth as things go, so if they piss off a sect, adventure might come to them in the form of a grudge, and if they grow their reputation, people may ask for their services, but there is never any obligation for the players to do so. And the adventures they go on just flow from what happens. I don't think in terms of paths or needing to pace things a certain way. That means things never go off the rails, but also that I never get overly burned out. Path adventures, and this is not a knock on them, take a lot of prep. Doing that week to week can burn you out (I know because I did it for years). But a more open character based approach, means you as the GM basically prepare like an hour between each session. You might work on more at your leisure, but that is mostly just world building stuff. It can be more prep before the campaign begins, but once things get started it's about treating the players, NPCs, sects, etc as live things in the setting: a living adventure. 

I don't think this is the only way to do things. But it is a way that has consistently worked well for me. 

PARTING THOUGHTS

As I said, this is what worked for me. I find everyone has a different idea of what wuxia should be at their game table. Not everyone is going to want monsters in a wuxia campaign for example (and if you don't, but like Ogre Gate, you can just push monsters to the side or try the grittier Righteous Blood Ruthless Blades system I co-wrote with Jeremy Bai). What I have learned though is deal with the table have before you. Worry about your game table, what makes things work for you, and make the wuxia campaign you want to make (don't make a wuxia campaign to impress someone on the internet you don't even game with). I will try to get back to this topic in the near future. 




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