Campaign Structure & Experience

A compact framework for pacing long-term arcs and rewarding risky, narrative play.

unGOD Magica campaigns follow practitioners on their three-month pilgrimage toward Walpurgisnacht—the one night when magic is open and one Wish is granted. This structure rewards players for embodying their Bloodline's philosophy through Doctrine-based XP.

Campaign Structure: The Pilgrimage

The Three-Month Arc

A standard campaign spans three months of in-game time, culminating in Walpurgisnacht. During this pilgrimage:

  • Practitioners travel toward the host city
  • Rivals and allies surface with conflicting Wishes
  • The Veil becomes increasingly fragile as the night approaches
  • Mundane lives create pressure and complications

Structuring Sessions

Sessions typically alternate between:

  • Mundane Life: Jobs, relationships, maintaining covers—these scenes grant access and pressure
  • Magical Action: Covert operations, rival confrontations, pursuing hidden knowledge
  • Downtime: Healing Stress, researching spells, managing the Veil

Walpurgisnacht

Walpurgisnacht is the climactic final session where:

  • The Veil doesn't matter—magic is open for one night
  • The Moon erases mundane memory of magical events
  • All Seals restore to 5
  • One practitioner's Wish is granted
  • Conflicts between practitioners resolve permanently
Walpurgisnacht is the Goal

Everything in the campaign builds toward this night. The GM should telegraph it from session one: "Walpurgisnacht is in 87 days. What's your Wish? Who else wants it?" Make the countdown visible—crossing off days on a calendar, tracking moon phases, showing rival preparations.

Experience (XP): Doctrine-Based Advancement

Character Progression

  • Level cap: 10
  • XP per level: 3 XP
  • Stat points per level: +2 points (to distribute between Metres and Limits)

How You Earn XP

XP is earned by playing into your Bloodline's Doctrine—the core philosophy your family embodies. Each Bloodline has two paths:

  • Uphold: When you act according to your Doctrine, mark 1 XP
  • Defy: When you deliberately go against your Doctrine, mark 1 XP

Both paths grant XP because both create interesting narrative tension. You can "mark XP" multiple times per session if you repeatedly engage with your Doctrine.

Example: Merlin Doctrine

Doctrine: Power Should Shape the World

  • Uphold: When you use your magic to change a situation's outcome in a way that benefits your agenda, mark XP.
  • Defy: When you deliberately hold back your power to let others solve a problem, mark XP.

A Merlin practitioner earns XP whether they dominate a scene with magic OR show restraint. The choice is theirs.

The XP Bank

Characters have an XP Bank with a maximum of 12 XP. Once you hit 12, you stop earning XP until you spend some. This encourages regular advancement rather than hoarding.

Spending XP: Upgrading Spells

The primary use of XP is upgrading spell Risk Classes. All spells start at RC-0. You spend XP to unlock higher-power Tags:

Risk Class Upgrade XP Cost
RC-0 → RC-1 2 XP
RC-1 → RC-2 3 XP
RC-2 → RC-3 4 XP
RC-3 → RC-4 5 XP

Example: You have a Kinetics spell with "Nudge" (RC-0). Spending 2 XP unlocks "Shove" (RC-1). Spending another 3 XP unlocks "Slam" (RC-2). Total cost to RC-2: 5 XP.

Other XP Uses

While upgrading spells is the core advancement path, GMs may allow XP to be spent on:

  • Learning new Practices (if narratively justified—requires a teacher or grimoire)
  • Unlocking improvised spells (as per Striver's "Improvised Formula" ability)
  • Custom advancements negotiated with the GM

These should be rare and story-driven, not mechanical shopping.

GM Notes: Let Doctrine Drive Play

The Doctrine system rewards players for making choices, not for succeeding or failing. A Crowley practitioner who breaks a taboo and suffers consequences? Mark XP. A Houdini who submits to authority when they could escape? Mark XP.

Be generous with XP marks. If a player acts on their Doctrine in a way that creates interesting tension or complications, let them mark. Over a 10-12 session campaign (three months), players will likely earn 15-30 XP total, enough to meaningfully upgrade 3-6 spell tiers.

Don't police "farming XP." If a player is engaging with their Doctrine creatively and it's creating good story, that's the system working as intended.

Pacing the Pilgrimage

For a three-month campaign (10-12 sessions):

  • Month 1 (Sessions 1-4): Establish mundane lives, introduce rivals, build toward first magical conflict
  • Month 2 (Sessions 5-8): Escalate stakes, Veil starts dropping, mid-campaign revelation or betrayal
  • Month 3 (Sessions 9-11): Race to Walpurgisnacht, final preparations, climactic confrontations
  • Walpurgisnacht (Session 12): The final night—one Wish granted, all debts paid

Track the calendar visibly. Use moon phases to mark Seal restoration. Make the countdown to Walpurgisnacht feel inevitable and pressing.