# Daggerheart Campaign Frames: Which One Should Your Group Start With?

Published: 2026-11-08
Updated: 2026-11-09

Compares ten Daggerheart campaign frames—tone, rules, player fit, and GM prep—to help GMs pick the right first session.

## Article

I’d start with [Beast Feast](https://daggerheart.su/frame/beast-feast) for dungeon trips with a clear home base, or [Reign of the Weredragon](https://www.daggerheart.com/dhnext/) for a party united against one villain. For either choice, plan one local mission first - not the whole campaign.

This guide compares 10 frames: six from the core set and four from Hope & Fear. I weigh each frame’s premise, tone, main activities, player fit, added rules, and GM prep. Rules complexity and prep time are separate questions: fewer extra rules don’t always mean less work.

Quick Comparison

Frame
Premise and tone
Best fit
Rules and GM prep focus

[The Witherwild](https://www.daggerheart.com/downloads/)
Forest crisis and resistance
Wilderness danger and hard choices
Wither effects, factions, and changing routes

[Five Banners Burning](https://daggerheart.su/frame/five-banners-burning)
Rival nations and fragile peace
Diplomacy, spies, and divided loyalties
Faction projects, countdowns, and political reactions

Beast Feast
Cave trips to save a village
Dungeon combat, cooking, and teamwork
Food and recovery rules; village needs

[The Age of Umbra](https://critrole.com/umbra/)
Communities surviving a dying world
Horror and shared survival
Dangerous rests, corruption, and sustained pressure

[Motherboard](https://www.daggerheart.com/wp-content/uploads/2025/05/Campaign-Frame-Materials-Aug252026.pdf)
Salvage missions amid a machine virus
Tech mysteries and problem-solving
Network access, gear reskins, and setting rules

[Colossus of the Drylands](https://daggerheart.su/frame/colossus-of-the-drylands)
Frontier towns facing giant creatures
Boss battles and frontier travel
Segmented foes and high encounter prep

[Castle High](https://app.demiplane.com/nexus/daggerheart/campaign-frames/castle-high?srsltid=AYCX9vITjECVeGtWS7MLk-bE-bvGZ84j0jlCvsII3m8cs4tbjA8cusqw)
A magical school with missing students
Friendship drama and investigation
Flight, school relationships, and clues

Reign of the Weredragon
Local heroes resisting a tyrant
A shared enemy and direct action
Shared villain setup and rebel missions

Dark Heart of Andaluria
Folkloric monsters threatening rural towns
Clues, preparation, and monster hunts
Hunt procedures, weaknesses, and transformations

Journey to Horizon
A pilgrimage to restore a shattered world
Long campaigns with travel goals
Routes, supplies, maps, and Echo milestones

My tie-breaker: choose the frame whose first session your group wants to play - and whose prep you can keep doing. Each frame gives you a starting point, not a finished adventure.

 
 

Which [Daggerheart](https://www.daggerheart.com/) Campaign Frame Fits Your Group?

## 1. The Witherwild

### Premise, Tone, and Conflicts

The conflict centers on occupation, ecological backlash, and the loss of local ways of life - not just monsters. The frame blends heroic fantasy with grief, survival, and transformation. It’s the best starter frame for groups that want a clear external threat with emotional and ecological stakes. Expect travel under pressure, local resistance, and negotiations between factions.

### Adventure Modes

Run this frame as exploration under pressure. Routes change, supplies matter, and negotiations work best when factions have concrete needs: food, protection, and autonomy. Fanewick’s week-long day/night cycle shapes when people travel and how settlements organize daily life.

### Player Fit and Character Expectations

This frame suits groups that want a familiar fantasy mission, strong community ties, and hard choices about resistance whose effects they can see. During character creation, establish why each hero cares about Fanewick, where they stand on Haven’s occupation, and whether they fear, respect, or welcome the forest’s transformation.

### Rules Complexity and GM Preparation

When Severe damage from a Withered source triggers Wither, tokens can turn into scars, Fear, or permanent corruption. Explain these consequences before anyone faces them. Wither gives the frame’s horror a direct effect on characters, turning wilderness play into a fight for survival with lasting costs.

Prepare one inciting crisis, one threatened settlement, two nearby routes, and a few faction goals. Most extra work comes from defining the occupation, local loyalties, and faction pressures - not the Wither mechanic itself. Use session zero to set the balance of wilderness danger, combat, and intrigue, along with the campaign’s boundaries around invasion, displacement, death, and bodily transformation.

## 2. Five Banners Burning

### Premise, Tone, and Conflicts

Where The Witherwild focuses on survival in a hostile landscape, Five Banners Burning puts fragile peace and political maneuvering at the center.

Five years after a ten-year war, Althas’s five nations share an uneasy armistice - and compete for leverage. Armada, Hilltop, Jesthaen, Polaris, and Voldaen pursue their own agendas through allies and agents. This frame suits groups that want political tension, espionage, divided loyalties, and choices with lasting effects.

### Adventure Modes

Link diplomacy, espionage, investigations, and battles into one crisis. Every fight should change the political balance.

Use contested borders and places like Lightning Valley, a storm-shielded border town tied to the peace talks that ended the war.

Keep civilian safety and refugee needs in view, even as nations chase their ambitions.

### Player Fit and Character Expectations

This frame suits players who enjoy politics, but new groups can ease in with one clear local mission. Soldiers, diplomats, spies, civilians, and refugees all fit. They just need a shared reason to work together.

Before character creation, decide whether the party serves one nation, represents several, or stays independent. Set boundaries around atrocities, displacement, imprisonment, and betrayal. Divided loyalties should create tension at the table - not party sabotage that players haven't agreed to.

### Rules Complexity and GM Preparation

Prepare a border map, each faction’s goals and red lines, and a shared alliance summary. Start with just two or three factions in the opening arc. Explain how crossing borders or publicly backing a nation changes the party’s access and others’ trust.

Use 10-step countdowns for major objectives and 4- to 6-step countdowns for minor ones. Advance one countdown per nation each in-game week. Player actions and events can speed up or reverse progress. Stagger completion so several goals don't resolve at once and leave a lull. Political intrigue gives players choices that matter, but it takes more preparation than a straightforward heroic quest.

The next frame moves away from statecraft and into a very different kind of pressure.

## 3. Beast Feast

### Premise, Tone, and Conflicts

A village’s magical defenses have failed. Heroes must descend into the Plover Caves and restore its protective lure before monsters reach the surface. Dungeon danger meets food humor, supply tracking, and the fight to protect home. The party has one village, one threat, and one immediate goal.

### Adventure Modes

Exploration and combat feed directly into survival: defeated beasts become meal ingredients. Cave hazards and hidden communities give players room to solve problems and talk rather than fight.

Make return trips matter through recovered supplies and threats left unresolved. This setup suits groups that want a clear mission followed by repeat expeditions where the stakes change.

### Player Fit and Character Expectations

Choose Beast Feast for players who want dungeon adventures with a home worth returning to. Farmers, bakers, crafters, and other villagers fit the local-hero premise. Establish each hero’s village ties before character creation.

At session zero, agree on whether monster cooking should feel funny, unsettling, or practical - and whether the campaign leans cozy or survivalist. The opening arc puts village survival directly in the party’s hands. For players who dislike inventory decisions, use a lighter touch.

### Rules Complexity and GM Preparation

Keep a shared cookbook with each recipe’s name, ingredients, method, and result. The flavor system uses six dice, from Sweet d4 to Weird d20. Explain Make a Feast before play: contributed ingredients are spent. Cooking replaces normal recovery options, so make sure everyone understands that trade-off. Follow the rules text for cooking, harvesting, crafting, and defense.

Start with one village, one cave region, one harvest cycle, and one looming failure state. Prepare a small village cast and decide what happens if the party restores the lure - or fails to do so. Build later expeditions around village needs and discoveries deeper in the caves.

Daggerheart - Campaign Frame breakdown + Ranking all 6 Frames from the Core Rulebook

## 4. The Age of Umbra

For groups that prefer survival horror to lighter adventure, The Age of Umbra makes every rest and rescue a risk.

### Premise, Tone, and Conflicts

Designed by Matthew Mercer, this frame follows heroic survivors called the Enduring in the Halcyon Domain, a dying realm abandoned by its Pantheon. Nightmarish creatures stalk the darkness, while communities gather around Sacred Pyres that keep the Umbra at bay.

The struggle goes beyond staying alive. It’s about holding on to faith, cooperation, and hope when survival demands sacrifice. Every trip beyond the pyres means weighing safety against hope - and exposure to the dark.

### Adventure Modes

Expect dangerous supply runs, settlement defense, monster hunts, and investigations into the curses behind the collapse. Sacred Pyres serve as expedition bases, but leaving their shelter exposes the party to corruption and makes rest dangerous.

Give each journey a clear purpose. Balance that pressure with time to rebuild, mourn, and connect with others.

### Player Fit and Character Expectations

Choose this frame for shared survival and a high-emotion, high-risk campaign from session one. Player buy-in matters more than prior experience, especially with horror this central to play. New players can begin with a focused local threat; what matters most is their comfort with the horror.

Before character creation, set boundaries around horror imagery, transformation, grief, sacrifice, scarcity, permanent loss, and civilian danger. Agree on lines, veils, and a pause or rewind method. Then tie every hero to a person, place, or cause they want to protect.

### Rules Complexity and GM Preparation

The horror also puts pressure on the rules. After a short or long rest away from a Sacred Pyre, the GM rolls a d12 on the Lurking Darkness table. Umbra-Touched adversaries critically succeed on attacks against player characters on 19–20. Describe corruption clearly, and use that expanded crit range to build tension - not just deal extra damage.

GM prep is moderate to high; the frame offers structure, not a plotted adventure. Prepare a protected settlement, its immediate needs, a nearby threat, and a strong reason to leave the light. Explain exposed-rest procedures before play. Plan consequences that affect relationships or resources, rather than adding suffering for its own sake.

## 5. Motherboard

### Premise, Tone, and Conflicts

Motherboard suits groups that want to trade fantasy magic for salvage missions and network mysteries. Magic becomes technology inherited from a fallen civilization. Meanwhile, a virus spreads through the Network, infecting machines called remnants in the Wastes around the Vale. This [post-apocalyptic](/category/post-apocalyptic) [science fantasy](/category/science-fantasy) setting centers on investigation, survival, and hard choices.

### Adventure Modes

Adventures can involve salvage runs, tracing the virus, and deciding whether to destroy, quarantine, or repair infected remnants.

A strong opening sends the party outside the city walls to recover tech, trace an attack signal, and decide a machine’s fate.

### Player Fit and Character Expectations

Choose Motherboard for problem-solving and gear-driven play: lost tech, scarce resources, mystery, machine combat, and ethical choices. Present abilities and gear as technology rather than spellcasting.

Before character creation, make the ground rules clear: Clanks are unavailable, remnants are nonsapient, and each PC starts with a Network tether and 5 quantum instead of gold. PCs also need Network access to perform downtime moves.

### Rules Complexity and GM Preparation

Prepare a short glossary covering remnants, the Network, tethers, scrap, and quantum. Decide how infection spreads, how characters detect it, and how PCs access the Network. Keep technology-based reskins of core [Daggerheart](/item/daggerheart) rules consistent. Newer GMs can introduce one element at a time.

## 6. Colossus of the Drylands

### Premise, Tone, and Conflicts

The Essentia Rush has brought prosperity, firearms, and dynamite to a fantasy frontier of gunslingers and outlaws. Now colossal creatures are waking across the Drylands. Independent settlements must work together as the party hunts nine colossi and tries to stop Kudamat from emerging. Every victory advances the party, bringing them to level 10 after the ninth hunt.

### Adventure Modes

Play moves between hunts and interludes. Hunts put the party under time pressure as they track and confront a colossus. Interludes leave room for travel, settlement disputes, investigation, recovery, and relationships.

### Player Fit and Character Expectations

Choose this frame for cinematic boss battles and frontier community drama, as long as your group is comfortable with heavier GM prep. Gunslingers, trackers, settlement defenders, mechanics, healers, and negotiators all have a place here. You don’t have to play a cowboy to fit in.

Before character creation, decide what each PC protects and what independence means to them. Agree on which influences from our world belong at the table. Give local communities agency, and don’t treat displacement or colonization as throwaway scenery. This frame is the best pick for groups that want combat and travel to take priority over intrigue or mystery.

### Rules Complexity and GM Preparation

Colossi have segmented bodies, with separate defenses and vulnerabilities for each part. Characters can move across a segment and leap between adjacent ones. Before the first hunt, walk players through climbing, falling, ranged attacks, and any objectives beyond reducing hit points.

The frame reference includes a revolver: a one-handed primary weapon with Finesse, Far range, and the Six Shot feature. It starts with six Ammo tokens, and users can mark Stress to restore ammunition. Check firearm, equipment, and travel details against your rules version before play.

Expect high prep demand. Build a regional map showing settlements, water, roads, colossus routes, and fallback locations. Record faction goals and red lines, then prepare a hunt clock, segment diagram, weaknesses, and terrain hazards. You can keep the first arc focused on one settlement and one hunt, but the GM still needs to build or customize the colossus.

If your group prefers fewer tactical demands and more personal conflict, the next option moves in that direction.

## 7. Castle High

### Premise, Tone, and Conflicts

Castle High trades combat for relationships in a social, mystery-first setting. Teen adventurers attend a cloud-top boarding school where magic classes, flying brooms, and modern tech share the spotlight. Friendship, rebellion, and loyalty set the tone, while a string of disappearances kicks off the first mystery. Give each PC a personal connection to a missing classmate.

### Adventure Modes

Campus life should keep shaping the investigation through classes, curfews, and rivalries. When students venture off campus, use the Skyshards for travel while keeping the school’s relationships and tensions in play.

### Player Fit and Character Expectations

Choose Castle High for low-combat, character-first play centered on friendship drama, mystery, and exploration. Familiar roles - the new kid, loyal friend, gifted student, or rule-breaker - give newcomers a clear starting point. But everyone needs to want a game driven by relationships.

During session zero, agree on character ages, school year, student groups, and boundaries around romance, bullying, family conflict, and missing students. Players should be free to accept or reject connections between PCs.

### Rules Complexity and GM Preparation

Flight is part of school life: students must learn it for safety and skyland travel. Before play, explain when flying calls for a roll and what failure means. Agree on whether danger leads to cinematic setbacks, serious injury, or possible death. A school setting doesn’t make disappearances or aerial hazards safe.

Plan for moderate GM preparation. Start with three or four recurring NPCs, two rivalries, a clue map, one flight tutorial, and one nearby skyland. Work out which adults are tied to the disappearances, including deans, instructors, dorm or tower leaders, and safety staff.

## 8. Reign of the Weredragon

### Premise, Tone, and Conflicts

This frame trades school-life mystery for darker resistance fantasy, with open rebellion at the heart of the campaign.

Whelvia lives under the rule of Forlorne Lykona, a sorceress who stole the dragon warden’s power and became a weredragon. The heroes are star-chosen locals fighting to free their home in a dark fairy-tale rebellion.

### Adventure Modes

Travel between threatened communities, fight Forlorne’s agents, gather allies, and work toward decisive battles. Exploration supports recruitment, defense, and pressure on the regime - not aimless wandering.

Show Forlorne’s control through her enforcers and what they do. Don’t save every threat for the final confrontation. Early sessions should center on finding safe routes, deciding whom to trust, and facing the cost of open resistance.

### Player Fit and Character Expectations

Choose this frame for a clear villain, local resistance, and alliance-driven play. It suits groups that want a shared goal from the start rather than a slow-burn setup. New players have a simple objective, while experienced players have room for moral choices.

During session zero, the group defines Forlorne’s history and personality together before creating characters. Treat prophecy as guidance, not a promise of victory - or permission to dictate a character’s sacrifice, betrayal, or final choice.

### Rules Complexity and GM Preparation

Expect moderate prep. Define two or three communities, what they need, a few enemy agents, and resources the heroes can secure. Decide what the resistance already controls.

Before making oppressive violence central to play, agree on boundaries around imprisonment, civilian suffering, torture, and forced bodily change.

Published descriptions mention cursed villagers, but the available summaries don’t confirm a mechanic that lets player characters become weredragons. Check the full Hope & Fear rules before adding custom transformation rules. Keep narrative curses separate from mechanics, clearly label custom rules, and never impose permanent transformation or loss of control without player consent.

## 9. Dark Heart of Andaluria

### Premise, Tone, and Conflicts

Andaluria pairs sunlit vineyards and rich wine with long nights, ancient superstitions, and ever more dangerous monsters. Characters hunt monsters to protect local communities. Beneath the Serracorte Mountains, a hellgate feeds the evil threatening the countryside. Choose this frame for pastoral beauty interrupted by supernatural horror.

The campaign follows a clear rhythm: find the clues, then face the monster.

### Adventure Modes

The optional Hunt procedure has five beats: Arrival, Investigation, Escalation, Confrontation, and Epilogue. Travel, tracking, and folklore reveal a creature’s route, motive, and weakness before the fight. Every monster has a weakness. Without exploiting it, killing the creature may only let it escape or return stronger.

Give travel a deadline or a choice that matters. Make folklore a source of useful information, not just background detail.

### Player Fit and Character Expectations

This frame suits players who enjoy gathering clues, preparing for combat, and making difficult choices about the people they protect. Tie the party to one hunting lodge, order, or local defense network.

Treat customs as living practices that matter to communities. Define who maintains the rites, who gains from them, and why residents trust or doubt them. Don’t portray local beliefs as foolish. Set boundaries around blood, religious imagery, infection, and transformation.

### Rules Complexity and GM Preparation

The repeated hunt structure is the frame’s strongest hook, but it also adds rules to learn and track. Expect plenty of preparation for each hunt, even though the repeating structure makes campaign planning easier.

Start with one monster, one weakness, and multiple clue paths. Define its motive, habitat, and attack pattern, then provide at least three independent routes to every required conclusion. Failed rolls should cost time or introduce danger - not stop the investigation. Prepare at least two workable approaches to the confrontation, so finding a weakness still leaves players with decisions to make.

Read the transformation rules before the first session. Reanimated drops maximum loadout to one, which downtime gradually restores to five. Werewolf attacks can trigger a 6-step Lycanthropy Countdown, while vampire transformation has its own triggers and procedures. Explain these effects and get player consent before using them. New GMs should begin with one contained hunt and clear clues.

## 10. Journey to Horizon

### Premise, Tone, and Conflicts

After a magical cataclysm, heroes leave a sealed sanctuary and cross shattered Valloren to recover Aurelia’s scattered Soul Echoes. Her return could restore magic and balance. The tone is hopeful and epic, but spreading corruption, harsh terrain, and rival factions put the pilgrimage at risk. Whether Aurelia’s return will heal Valloren is still an open question. The opening sessions focus on choosing a route to the first Echo.

### Adventure Modes

This continent-spanning pilgrimage follows a clear loop: travel → recover an Echo → open the next region. Between Echoes, the heroes search ruins, survive hazards, and negotiate with factions. Each recovery marks progress and reveals more of Aurelia’s history, with the Cliffs of Horizon as the final destination. The structure suits groups that prefer long arcs and visible progress over isolated adventures.

### Player Fit and Character Expectations

Choose this frame for groups that want long-form exploration with a clear goal. During character creation, decide why each hero leaves the sanctuary, who or what they care about there, and what they hope to restore. Everyone needs a reason to cooperate, even when they disagree about resurrecting Aurelia.

Give the sanctuary concrete needs. Discoveries might improve its food supply, defenses, or alliances, tying the journey back to home. New players can join if they’re comfortable with travel-heavy play and a large, open-ended setting.

### Rules Complexity and GM Preparation

Make travel the campaign’s core procedure, not a scene break. At session zero, teach the rules for routes, supplies, navigation, hazards, rest, discoveries, and unknown territory. Agree on how much the group wants to focus on survival. Reveal Aurelia’s history gradually so players can weigh her resurrection rather than expect a guaranteed happy ending.

Plan for plenty of up-front map work: much of the continent is deliberately unmapped. Prepare the sanctuary, inciting incident, major factions, and a loose 10-Echo roadmap, but detail only the first expedition. Give each region its own problem so the journey doesn’t become a repetitive collection quest. One published estimate suggests 30–40 sessions; treat that as a planning reference, not a rule.

## Compare Tone, Play Style, Player Fit, and GM Workload

Start with the frame overviews above. Choose a tone your group wants, then weigh play style and prep time.

### Premise and Tone

Premise alone doesn’t set the mood. Monster hunting can be funny, grim, or full of moral conflict.

Frame
Central premise
Tone and play experience

The Witherwild
Forest under invasion
Ecological crisis and resistance

Five Banners Burning
Rival nations
Political tension and divided loyalties

Beast Feast
Village defense, cave delving, and monster hunting
Comedy and scrappy teamwork

The Age of Umbra
Survival in a dying world
Dread and endurance

Motherboard
A spreading machine virus
Technofantasy and discovery

Colossus of the Drylands
Frontier colossus hunts
Gunslinger action and spectacle

Castle High
Magical boarding school
Youthful drama and wonder

Reign of the Weredragon
Rebellion against a tyrant
Direct heroism and resistance

Dark Heart of Andaluria
Folkloric monster hunting
Horror and difficult choices

Journey to Horizon
A goddess-restoring pilgrimage
Mythic hope and uncertainty

### Adventure Modes

Frame
Primary activities
Best fit

The Witherwild
Exploration, negotiation, resistance
Action with contested loyalties

Five Banners Burning
Diplomacy and faction conflict
Decisions that reshape politics

Beast Feast
Cave exploration, combat, cooking
Comic, cooperative expeditions

The Age of Umbra
Survival and dangerous journeys
Sustained pressure

Motherboard
Salvage and tech mysteries
Discovery in an unfamiliar world

Colossus of the Drylands
Frontier travel and colossal battles
Combat-led exploration

Castle High
School drama and investigation
Relationship-first play

Reign of the Weredragon
Rebel missions against tyranny
Clear enemies and direct action

Dark Heart of Andaluria
Investigation, tracking, and hunts
Clues before combat

Journey to Horizon
Travel, ruins, and faction encounters
Long arcs and milestones

### Player Expectations

Frame
What players need to buy into
Best for new players

The Witherwild
Moral uncertainty and conflicting interests
Those who welcome difficult choices

Five Banners Burning
Negotiation and shifting loyalties
Political-play enthusiasts

Beast Feast
Comic teamwork and expedition routines
Yes, with cooking rules explained

The Age of Umbra
Horror and survival stakes
Agreement on tone matters most

Motherboard
Technology-as-magic and shared world-building
With a focused setting briefing

Colossus of the Drylands
Frontier action and cooperative survival
With guided encounter procedures

Castle High
Teen protagonists and school relationships
If everyone wants school fiction

Reign of the Weredragon
Shared opposition to the tyrant
Yes: a clear common objective

Dark Heart of Andaluria
Investigation and ethical choices
Those comfortable with uncertainty

Journey to Horizon
Long-term cooperation and world-scale stakes
Commitment matters most

### Rules and GM Workload

Tone and play style cover only part of the choice. You also need to know what you’ll prepare - and keep preparing.

Frames are scaffolds, not complete adventures. The prep estimates below are editorial judgments, not published ratings. For a lean launch packet, prepare one premise paragraph, three NPCs, one location, one threat, two player-facing questions, and a first-session complication. Shared mapmaking lets the group split the work of building the setting.

Frame
Frame mechanics or expectations
Initial preparation focus
Recurring preparation focus

The Witherwild
Wither and competing loyalties
Moderate: factions and character ties
Corruption and the effects of resistance

Five Banners Burning
Faction projects and countdowns
Moderate–high: relationships and stakes
Agendas, alliances, and reactions

Beast Feast
Cooking, harvesting, and recovery
Contained scope; teach the food systems
Cave sites, ingredients, and village needs

The Age of Umbra
Exposed rests and Umbra threats
Moderate–high: boundaries and survival rules
Meaningful pressure and recovery

Motherboard
Technology reskins and Network access
Potentially high: consistent setting logic
Discoveries and the effects of technology

Colossus of the Drylands
Segmented colossal adversaries
High: first hunt and encounter procedures
Routes, segments, and battlefield hazards

Castle High
Flight and school relationships
Moderate: school cast and mystery
Relationships, clues, and complications

Reign of the Weredragon
Shared villain creation and rebellion
Contained scope: first rebel mission
Opposition and the results of rebel actions

Dark Heart of Andaluria
Hunt procedure; Reanimated, Vampire, and Werewolf transformations
Moderate–high: consent, transformation rules, multiple clue paths
Evidence → identification → preparation → confrontation; transformation tracking

Journey to Horizon
Travel procedures and Echo milestones
Broad: geography and campaign roadmap
Regions and faction responses

### Match the Group’s Priority

Already know what your group wants? Use this table to narrow the choices.

Start here if your group wants…
Strong starting choices
Why
Watch-out

Exploration and travel
Journey to Horizon; The Witherwild; Colossus of the Drylands
Exploration drives play
Geography needs development throughout play

Combat and direct heroism
Reign of the Weredragon; Beast Feast; Colossus of the Drylands
Straightforward action goals
Encounters still need preparation

Intrigue
Five Banners Burning; The Witherwild
Decisions reshape alliances
Track consequences, not just factions

Investigation and horror
Dark Heart of Andaluria; The Age of Umbra
Choose clues or survival dread
Agree on horror boundaries

Character-driven school drama
Castle High
Relationships carry the campaign
Everyone must want school fiction

Technology and discovery
Motherboard
Tech-centered problem-solving
Keep setting logic consistent

Bleak survival
The Age of Umbra
Endurance takes priority
Confirm the group wants sustained hardship

A newcomer-friendly start
Reign of the Weredragon; Beast Feast
Clear goals and repeatable activities
Teach special rules gradually

A contained GM launch
Beast Feast; Reign of the Weredragon
Limit the opening to one mission
Contained does not guarantee [low prep](/category/low-prep)

A clear first objective makes starting easier; it doesn’t reduce recurring work. Published complexity measures departures from the rules, not total GM effort.

## Each Frame's Strengths and Trade-Offs

Use this grid to match each frame’s strongest hook with the prep your group wants to take on.

Frame
Strongest starting advantage
Group-dependent trade-off
Practical way to address it

The Witherwild
Immediate stakes and visible consequences.
The GM may need to track changes in the environment, scarce resources, or expedition consequences.
Track just three visible world changes between expeditions.

Five Banners Burning
Every negotiation can shift the political balance.
Too many active factions can turn play into bookkeeping.
Start with three factions. Update them only after treaties, betrayals, troop movements, or public scandal.

Beast Feast
A simple loop with a built-in reward.
The loop can feel repetitive when the stakes stay the same.
Rotate ingredient hunts, rescues, and ecosystem mysteries. Carry one consequence forward.

The Age of Umbra
Shared survival goals bring the party together fast.
Everyone needs to want horror, loss, and little hope.
At session zero, agree on excluded content, off-screen content, check-ins, and available sources of hope.

Motherboard
Technology-driven mysteries reward discovery and problem-solving.
Inconsistent tech rules break suspension of disbelief.
Write a short setting guide that names each new device’s builder, cost, and consequences if it fails.

Colossus of the Drylands
Clear objectives and big milestone moments.
Big hunts need behavior, terrain, and movement - not just stat blocks.
Use a reusable hunt sheet with behavior, weak points, movement, terrain interactions, and consequences of ignoring the creature.

Castle High
School life and magical exploration help players build connections fast.
Teen drama, romance, and school authority won’t appeal equally to every group.
Agree on relationship boundaries, allow platonic relationships, and give each character one private problem and one reason to join group adventures.

Reign of the Weredragon
A shared enemy from session one.
Prophecy can feel restrictive when it dictates alliances, sacrifices, or methods.
Prepare at least three interpretations of the prophecy. Let player choices determine which becomes most believable.

Dark Heart of Andaluria
Contrast makes the horror hit harder.
Mystery-focused groups need clear evidence and agreed limits on horror.
Build a three-clue matrix for each required conclusion so a failed roll never blocks progress.

Journey to Horizon
Travel drives discovery.
Travel-focused play can slow down when stops lack a clear purpose.
Give every stop one landmark, one complication, one hazard, and one discovery that changes the route. Cut stops that add no choices.

## Choose a Frame for Your Group

Match your group’s preferences to a frame, then use the last column to check expectations before play.

If your group wants…
Start here
Check before starting

Wilderness survival with lasting character change
The Witherwild for explorers who want choices to carry consequences
Set corruption rules at session zero.

Political play with espionage and divided loyalties
Five Banners Burning for negotiators
Establish loyalties and what victory means to each side.

Dungeon delving with cooking and recovery
Beast Feast for expedition-focused teams
Confirm everyone wants a repeated gather-cook loop.

Survival horror and community defense
The Age of Umbra for groups that welcome sustained pressure
Decide whether survival, investigation, or combat leads play.

Scavenging, salvage, and machine mysteries
Motherboard for tech-minded problem-solvers
Confirm everyone wants tech framed as magic.

Frontier action and colossal battles
Colossus of the Drylands for set-piece combat fans
Balance gunslinger showdowns with colossal hunts.

School friendships, mysteries, and episodic play
Castle High for relationship-first groups
Agree to student protagonists and school obligations.

Dark fairy-tale rebellion and transformation
Reign of the Weredragon for a united resistance party
Tie every character to the central threat and verify transformation rules.

Folkloric monster hunts with moral trade-offs
Dark Heart of Andaluria for investigation-first hunters
Confirm players want to gather clues before confronting monsters.

Player-chosen travel through a restoration quest
Journey to Horizon for long-haul explorers
Confirm players want to choose their destinations.

If two frames fit your group’s preferred tone and rules load, favor the one with the simpler first session and clearest shared conflict. Check that the GM can keep up with the prep, too - a strong premise alone isn’t enough.

## FAQs

### Can we test a campaign frame with a one-shot?

Testing a campaign frame with a one-shot is a smart move. A self-contained scenario lets your group try its themes and see how players respond before committing to a longer campaign. You can check whether the tone, central conflicts, and mechanics suit your group - and try different play styles without a big time commitment.

### Can we combine elements from different campaign frames?

Yes, you can combine elements from different campaign frames. TTRPG storytelling is a group effort, so you don’t need to stick to one structure for the whole campaign. Many groups blend player-driven and GM-led styles to fit their needs.

If your current structure stops working, prepare situations rather than fixed plots. That gives you room to respond to player feedback and character development as the story unfolds.

### How do we choose a frame with mixed player preferences?

Start with a session zero to discuss freedom, direction, tone, and safety boundaries. Focus on how everyone wants to play, not labels like “sandbox” or “story-driven.”

A hybrid approach often works best: prepare faction goals, threats, and key locations, then let players decide how to tackle problems and shape outcomes. Offer challenges with different levels of risk, and tie character goals into the plot. Every few sessions, revisit your agreements to see whether the group wants a change in direction or more or less player control.

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