The world of Catalyst is a daunting place, full of murderous demons, conniving humans, and horrible plague. Help acclimate yourself to this brutal vision of humanity with our campaign guides. These provide a game master with all they need to lead a group through a campaign. Whether you are new to role-playing or a grizzled veteran, pick up a guide to get a glimpse into the experiences Catalyst offers.
Catalyst has five campaign guides to aid and inspire game masters of all levels. Rehabilitation is available for free as the quintessential "first" campaign. The others were commissioned by backers during our Kickstarter campaign and draw upon a variety of inspirations. Need help picking the right one for you and your group? Check out the guide at the bottom.
Buying a copy of Catalyst too? Bundle a campaign with it to save.
Few places are truly safe from the demons and their horrid plague. Rumors spread amongst survivors of a maximum security prison that has become a fortress for humanity, though the denizens may be more frightening than the horde. "Rehabilitation" follows the players' flight from their shelter in an old sporting-goods store as they attempt to find a safe haven and cure to the plague.
This guide aids game masters in directing a Catalyst campaign. "Rehabilitation" takes 3-5 players through a short, 3-session campaign.
The Human-Demon War has pushed America to its breaking point. Two new nations have emerged to combat the horde, though their ideological differences fuel strife despite our species' suffering. "Civil Unrest" follows the players' journey as neutral mercenaries trying to preserve these fragile alliances.
This guide aids game masters in directing a Catalyst campaign. "Civil Unrest" takes 3-5 players through a shorter, 4-session campaign. (preview)
In the post-demon world, humanity protects itself in the shells of metropolitan cities connected by rail. The town of Flagstaff hosts brave mercenaries dedicated to protecting these trains and keeping the demons at bay. "Fourth World" follows the players as they arrive in Northern Arizona and become embroiled in local politics, sinister plots, and ancient secrets that may save us once and for all.
This guide aids game masters in directing a Catalyst campaign. "Fourth World" takes 3-5 players through a longer, 7-session campaign. (preview)
Over a year has passed since the demons took Earth from humanity. Survivors cling to life outside of the demon-controlled cities, struggling to find food, warmth, and security. "Runaways" follows the players through this harsh reality as they escape a demon slave market and chase rumors of a safe haven across the Rocky Mountains.
This guide aids game masters in directing a Catalyst campaign. "Runaways" takes 3-5 players through a short, 4-session campaign. (preview)
Secret societies control the fate of humanity. A select few know magic, demons, and unlimited power exist. Some strive to bring forth these demons; others exist to protect our species. "Shadow Parliament" follows the players' induction into the Shadows and their clandestine efforts to prevent the cataclysm.
This guide aids game masters in directing a Catalyst campaign. "Shadow Parliament" takes 3-5 players through a longer, 7-session campaign. (preview)
All four premium Catalyst campaigns in one convenient package. This includes "Civil Unrest", "Fourth World", "Runaways", and "Shadow Parliament". Whether you are looking for months of stories to tell or inspiration for your own Catalyst campaign, this bundle has what you need.
Not sure which guide to get? Below are some questions to consider and how each campaign relates to the others.
How secure should the players feel?
– Players are scared and alone –
– Players are well-connected –
How are most of the problem solving scenes set up?
– Players encounter more smaller, cohesive scenes –
– Players tackle more broad, open-ended scenes –
How heroic are the players?
– Players are survivors at any cost –
– Players are heroes and saviors–
How much do the players impact the bigger picture?
– Players’ actions have local impact –
– Players’ actions have global impact –
How long is the campaign?
– Shorter –
– Longer –
How much does the campaign focus combat?
– More stealth and diplomacy –
– More fighting –
How much does it focus on survival?
– Players have supplies and the world is intact –
– Players need to scavenge and humanity is in tatters –
How much GM narration and tangential world-building is there?
– The GM sets up the immediate world around the players –
– The GM establishes larger events and histories for context –
Have some ideas and want to bring them to life? Talk to us about commissioning a campaign.