25 hints for a better campaigns

Post/Author/DateTimePost
#1

zombiegleemax

Nov 15, 2003 19:58:24
25 Hints for a Better Campaign

Campaign Creation:
1) Let players know about your campaign ideas up front.
a. Even something as simple as “It’s woodland based and stealth is important” or “It’s all dungeon, all combat, all the time,” is helpful.

2) Start small.
a. Give players home turf and NPC’s to care about, whether it’s a small town or one small quarter of the world’s biggest city. They need something to lose in order for the threat of loss to mean anything.

Character Creation:
3) Create PC's together.
a. Encourage the players to talk about their character ideas so that everyone can find a niche that allows their character a chance to shine.
b. Help them come up with a few experiences, no matter how minor, that link party members together.

4) Then develop individual backgrounds separately
a. A page is sufficient for “fixed plot” campaigns. More is encouraged if you’re willing to do some serious exploration of PC backgrounds.
b. Weave PC backgrounds, with the NPC’s and events, into your campaign.
c. Use them often enough that PC’s remember where they came from, but not so often that they feel trapped by it.

NPC’s
5) Friendly NPC’s from character backgrounds should be about 3/4ths help and only 1/4th trouble.

6) NPC’s deserve a fair shot at life within your campaign as well. Play them as their personality and attributes say they deserve to be played.

7) If you want your NPC’s to be dear to the PC’s they need to give as well as take. NPC’s should sacrifice in their own way to help the characters achieve success, beyond offering a reward for a completed job.
Ex. The local blacksmith reequips the party for free after the party loses all their stuff, and then forgoes the tavern for a month because he doesn’t have any extra money for drinks. When the PC’s hear about it, from a 3rd source, and then ask the blacksmith about it, he says, “What you’re doing is more important, besides it’s only for a month.”


Adventures:
8) Encourage PC’s to set goals and actively pursue them.
a. At the end of each session ask the players what their characters are planning to do the following session, and then go home and work up the adventure up, fitting your campaign ideas around the player’s actions.

9) Then toss them unplanned adventures that require their immediate attention.
a. This reminds them the world is a dynamic place, provides additional adventure leads and can serve as a reminder that they aren’t the only one’s who make things happen.

10) All actions have consequences, even if they’re not immediate.
a. Make responses proportionate to PC power, NPC influence, and NPC personality.
11) Regularly trim your subplots
a. The rate at which new ones appear and grow is astounding and can quickly begin to strangle even the best campaigns.

Experience:
12) Tailor rewards to the type of game you want.
a. No lump sum xp. Break it out so that players know what they’re getting rewarded for.
Ex. Combat oriented campaign. DM1: “That’s 600 xp for killing the monsters at the ravine, plus 200 for negotiating with the goblin chieftain, and another 100 for role-playing.” (Total xp: 900)
Ex. Same scenario. More role-playing centered campaign. DM2: “That’s 200 xp for killing the monsters at the ravine, 300 for negotiations with the goblin chieftain, 300 for good role-playing, and an additional 100 for everyone helping to simulate Elin Silvermoon’s fear of heights.” (Total xp: 900)

Ongoing Campaigns:
13) Everything up to 3rd level sets the tone for the rest of the campaign that follows. Make sure it reflects what you think will be important since players will mold their characters accordingly.

14) Beyond 3rd level, it’s harder to change things. It’s still possible, but it takes more time and effort.

15) The above applies to players and gaming groups as well.
Ex. New players to 3E D&D typically embrace 3.5. A player with 20 years experience will need to be convinced of the superiority of 3.5 to Chainmail, original D&D, AD&D, 2nd edition AD&D, and 3E D&D, before they’ll make the switch.

16) Similar situations evoke similar responses.
a. A new response requires a change significant enough to disrupt the ongoing behavior(s) and form a new dynamic.
Ex. If magic items and xp no longer come from killing “monsters”, only from killing other humanoids, you can bet the players will adapt their actions accordingly.

17) Once you have the kind of response you want, reinforce the behavior by rewarding your players.
a. Make sure players know what the rewards are and how to get them.
b. This sometimes even works for out of game behaviors like being on time, bringing refreshments, making sure the DM has a current character sheet on the PC.

18) Be consistent.
a. If you change something make sure that you know what is changing and why, AND then make sure your players know what you know.

When bad things happen to PC’s:
19) Anything that fundamentally alters a character is always a big deal.
a. Sometimes loss happens voluntarily through PC choice.
Ex. In pursuit of a greater goal a paladin may willingly sacrifice her holy avenger to save innocent lives
b. Sometimes loss happens because of bad decisions.
Ex. “OK, if you really want to try and stop the sunder attack with your bare arm I’ll let you try. Please roll a d20…”
c. Sometimes loss happens because of dice rolls that go against the players
Ex. “Did you just roll a 1?”
d. Whatever the reason for the loss, the PC will treat is as a big deal and so should you.

20) Sacrifice and loss present opportunities for growth.
a. In the short run the immediate loss is often hard but in the long run a mature player and DM’s will use those opportunities strengthen both the role-playing experience and the campaign.
b. Make sure the rewards are equal to the sacrifice. A big sacrifice may shake the world, a small sacrifice may help change a mind, but every genuine, and voluntary, sacrifice should always be noted and, ultimately, rewarded.
c. The DM should never intentionally make his players suffer just so they’ll “have opportunities for growth.”

21) Remember that sacrifice, and loss, is a matter of viewpoint.
a. What is a character altering for one player is not necessarily the same for any other player.
b. You can’t force a PC to sacrifice you can only offer them the opportunity.

General ideas:
22) Keep everyone in the information loop.
a. Player feedback for DM’s is crucial. If they don’t freely offer their opinions then solicit it, especially from the quiet players.

23) Sometimes the heroes don’t win; sometimes the heroes have to run; sometimes the heroes aren’t even in the right.
a. Poor PC decisions and/or bad dice rolls often offer up some of the most interesting story lines and adventure ideas a campaign will ever experience.

24) The game should be compelling for everyone if it’s not something’s wrong. Figure out what the problem is and fix it.

25) Everything is subject to change or revision based off new experiences, new information, and new editions.
#2

zombiegleemax

Nov 18, 2003 20:55:51
Well done. Well done. Lots of solid suggestions, all of which I agree with. You get a 5.

PS: You might want to fix up the bolding for the "adventures" section.
#3

Ertai_Planeswalker

Nov 19, 2003 18:00:47
Look here
#4

zombiegleemax

Nov 21, 2003 19:26:56
Thanks Dancing Gnome, fixed the bolding as suggested.

Hey Ertai, thanks for the link.

I've never seen the website in your link before, but I have noticed some of the same ideas above in other posts on the boards. Isn't it interesting that common experiences often lead disparate individuals to similar conclusions?
#5

Edymnion

Nov 22, 2003 13:27:17
Originally posted by Ertai Planeswalker
Look here

Nobody ever said anything here had to be original. Who cares if they got all this from somewhere else? I for one have never seen that site before you posted a link to it, and I doubt anybody that needs these tips will have seen it either.

Even if he copy and pasted it directly from that site, I'm giving it a 5 just because its very useful, and needs to be here.
#6

blacksmore

Dec 11, 2003 6:17:14
I agree. No matter where it came from it is good that it is here. Very helpful. Especially to those of us who are just starting to venture into DMing.
#7

hblast

Dec 13, 2003 10:57:35
I agree, this is one of the best threads I have ever read. I'm building a campaign as I type and it's NOT easy. And I do know all these things in the back of my head, but it's the mentioning of them that pushes them into active memory.

You suppose there are more than 25? :D
#8

stembolt

Dec 15, 2003 23:24:19
Nobody ever said anything here had to be original. Who cares if they got all this from somewhere else?

What!

I would hope that if people are writing things and taking credit for that writing that it is original work. Obviously if you want to include information from other sources you should list that source in some kind of bibliography.
#9

zombiegleemax

Dec 16, 2003 17:54:02
Originally posted by Hblast
You suppose there are more than 25? :D

I know there are more then 25 ;)

All the ideas here come from a list I started keeping about 4 years ago. (So, for those to whom it matters, everything in this list is primary source material based off my own experiences as a DM.)

I figured they were original ideas, until I started frequenting the boards, and realized the old adage that there are no new ideas, just old ideas in new packages. But, since no one had seen fit to compile and post them in one place I figured I'd do it.

I made my idea selection based off: 1) how useful the ideas had been to me as a DM over the years and 2) how concisely the ideas could be stated. (Since they're supposed to be hints.)

Ex. I left off one of my favorite points about taking a 10 minute break every 90 to 120 minutes. Doing so helps cut down on game interruptions (from bathroom breaks and the like), can increase game efficiency, and improves overall player memory of in game events. But, I felt it would take to long to explain why and cite the sources that led me to my conclusion, instead of being able to quickly touch on the point and then move on, like I did with the others, so I left it out.

Also, if anyone else has some hints they'd like to add to the list please feel free to do so.
#10

hblast

Dec 27, 2003 9:45:16
Personally I like to toss something completely useless at my PC's...

Like describing a pile of rocks that means absolutely nothing... to anyone...
For the sole purpose of de-meta gamising my players...

Most players figure "if the DM has detail on it, it must be important", I drill that expectation directly into the floor with things like this...

Make them think for themselves, don't drop clues from the sky.
(Note: does not work for everyone)
#11

mysteryvil

Dec 29, 2003 18:16:56
On the other (player's) side of the coin, this was originally posted on rpg.net a couple of years ago:

PLAYERS Q&A
The most common advice on how to be a good player, besides showing up when you say you will, is to spring for the GM’s pizza and Cola (Mountain Dew is said, but I have no idea what that is). So what do you do to be a good player?

Do you: have your dice, buy a splat book or as appropriate buy an accessory for the GM, have a mini for your character, buy monster minis for the GM, paint the minis for the GM (and other players)?
Something else?


MAKE THE GM’S JOB EASIER
First, and most important, I try to make a character that:
A) Fits into the concept of the campaign the GM is running, and
B) Can work with the other PCs.

I arrive ON TIME, with my character, pencil, dice, figure, books, whatever.

I bring extra pencils, dice, character sheets, and minis for those who have inevitably forgotten them.

I don't argue with the GM about his game preferences. For example, if he says "we only use the core rules for this campaign," I don't whine "but this ultra-class in this splat book is just what my PC is really striving for, can't you make an exception, huh, just this once?" If there's no elves in the GM's campaign, I don't create a character that's descended from elves, animated by the spirit of an elf, who uses elf tactics in everything, etc.

I do non-campaign socializing BEFORE and AFTER the session. DURING the session I don't read, shop, look up stuff for my next character, read novels, beat out random drum solos on the table, etc.; I play what the GM is offering.

If the GM is providing the place, I respect the place that has been provided. I clean up after myself, I don't let the dog run out the front door, I use the guest bathroom, I don't wake up the kids, I don't park in the neighbor's driveway, and (VERY IMPORTANT) I take the hint and leave at a reasonable hour.

If it's a borrowed location (say, at your FLGS), I help the GM clean up, put away chairs, etc. I help keep the owners & clerks happy by not interfering with business and not using the store as a game-book library.

Buying the GM food & drink is up to the GM. As a GM, I was happy when drinks, snacks that were shared with everybody. This can become a sore subject, however, when some players rarely if ever bring anything, and if they don't thank whoever is providing it.

As to buying the things for the GM, it depends on the GM. I ran games for years, and wasn't comfortable with having players purchase books, minis, etc., for me. It changed the nature of the gaming transaction, and some of the less-affluent players felt that they couldn't compete. We addressed this as a group, and decided that group-use minis, books, etc., were a good idea. Anyone in the group had the use of the items. The contributor's initials were marked on the items, and when the game ran its course everyone took their stuff back.

Oh yeah, and you might just come out and ask your GM about this stuff. If good communications are forged using these basically agreeable, non-emotional subjects, it'll make it easier when there are stickier subjects to be addressed, such as problem players, troublesome characters, etc.