Help me plan a D&D Campaign
July 30, 2009 6:24 PM
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Dungeon Masters: Help me start planning and preparing a Dungeons and Dragons campaign for a group of seasoned players who've been a while between rolls of the dice...
After many long years hiatus, at last I get to DM a D&D (3.5 edition) game again... oh crafty, masterful dungeon masters- how do you go about planning and preparing a campaign for your players? How do you put it all together, come up with episodes in a grand arc of story? And can you recommend any good online resources for dungeon mastering? Any hints, tips, departure points, inspiration very much appreciated. Any ideas on how to be the best dungeon master i can be would be grand, too!
I have the big idea for the campaign in mind... it's fleshing it out and breaking it into segments that i'd like help with. Thanks!
posted by Philby to sports, hobbies, & recreation (17 comments total)
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As a preliminary, it's worth crossposting this to the www.rpg.net forums - very smart, thoughtful community.
First, what sort of style are you aiming for? Knockabout rollicking fantasy, gritty, nasty, fantasy-fucking-Vietnam dungeon crawl, sly political manoeuverings? Are all your players on roughly the same page?
Get your players to start making characters. Ask them each to come up with one thing their player is seeking and another thing/person/concept their character fears.
Once that's settled, pick a starting place for the first session. Nothing wrong with 'you're all in a tavern - there's someone there with a job' or 'you're riding past a forest on the way to Genericton when a screaming woman comes running out of the forest with midgets on ape-back chasing her. Roll initiative!' Detailed fictional imaginings can come later.
Now you want a first adventure as a follow on to the opening - as above, doesn't need to be complex, you just want a chance for the players to bump up against each other and the baddies and have fun.
Don't ever assume the players are going to do things in a particular way - always have some rough contingencies in your mind. BUT! Also remember the 'Magician's Choice'. In other words, you are the only one who knows what was supposed to happen, so if you want the adventure to be down the left corridor and they go right, there's nothing stopping you moving the adventure to the right corridor.
Finally, you want a hook for the followup - letter, tattoo, talking banana muffin whatever. A useful trick is that you can foreshadow well before you know what you're actually foreshadowing, assigning meaning in retrospect.
As to the wider arc - I find the best way to manage it is to decide on a plan that's going to happen unless the PCs stop it. Then give them reasons to stop it by making it threaten things they care about.
posted by Sebmojo at 6:47 PM on July 30 [1 favorite has favorites]