Killer D&D campaign
September 3, 2007 1:16 PM
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How can I, as a first-time D&D 3.5 DM, make my campaign completely kick ass?
I'm starting up a campaign with a group of friends who will be taking an extended stay in Ravenloft. I'm an experienced player, having done everything from D&D 2nd ed to Paranoia! to Rifts to the whole White Wolf series (circa 2000ish), but I've never run a game before.
What sort of embellishments and experiences did you, as a DM, think got the best responses from your players? What did you, as a player, think made your game totally kick ass? Some of the players in this game are fairly experienced, which is not intimidating as they're friends, but all the same I want them to walk away from our first few sessions thinking, "Man, this is why D&D is fun," instead of, "Business as usual in Barovia...yawn".
Any answers would be great; they can be as specific as particular encounters that really stick out in your mind, or as broad as general points on style and game composition, pacing, etc.
Anything specifically tailored to Ravenloft is great, but feel free to opine even if you've never played there.
posted by baphomet to sports, hobbies, & recreation (19 comments total)
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We were all really invested in our characters, and paid a lot of attention to what our *characters* would do instead of what *we* would do personally. Our characters had their own motivations, and they would often vary within the group. We would, however, keep these motivations somewhat in line with the group. As a sidenote, in a different campaign that didn't go well, all of the characters were trying to kill each other. This made for a tough game.
Decide early if you want the game to be centered around story and narrative or around killing bad guys and running dungeons. Both are fine styles of play, but most people will tend toward one or the other, and this tendency will determine what a "good" game looks like. We were big into character development and story, so it didn't matter much to us if we went a whole gaming session without killing anything.
If your players are big into narrative, be sure to have plenty prepared. Have NPC's fleshed out and ready to roll. Give them motivations too. Instead of forcing your party to go to a certain place, give them incentives to go there. Also, give them plenty of forks in the road, and incentives to weigh out, since they don't want to be forced into decisions.
Chose their enemies wisely. Some head baddie that they're out to foil often works well, and have some underbosses to deal with as well. This sets up reoccurring characters, which nicely leads to vendettas and feelings of revenge.
Be good to your group, but don't coddle them. Figure out what level of baddies they're ready to fight, and throw 'em at them. It's bad news if you kill off characters willy-nilly, but if one does something stupid and gets killed, don't go to extreme lengths to save him.
Finally, allow the adventure to feel somewhat epic. Whatever you have your party fighting in the "big picture," let it somehow tie to saving the world, ala Lord of the Rings.
Also, having good descriptions for things helps the atmosphere a lot. Read widely, and adopt your own narrative style. Hearing "you slice off Bob's head" is less impressive than "Your blade slices through Bob's head, covering the area with a fine pink mist."
posted by craven_morhead at 1:27 PM on September 3, 2007