If you give a newbie a game, he’s going to want to a campaign. If you give the newbie a campaign, you’ll be stuck with a terrible player for life. Don’t make that mistake.
There are infinite ways to fill that blank piece of paper that is your campaign plan. Here’s about four of them. We’ll cover the other infinity-minus-four in future articles.
Why don’t people understand why character advancement is important? Why don’t people see the value of point-based character advancement? Why is it so hard to handle XP right? Well, when even Mike Mearls can’t get it right, there’s no hope for you. At least, there wasn’t. Until I came along to tell you How to XP Good.
Encounters, adventures, and campaigns all start off life the same way. How do you turn one into the other and back again? Well, it’s like putting it in a good training bra.
Running a horror adventure in D&D is a terrible idea. But if you absolutely MUST and I can’t stop you, at least I can keep you from f$&%ing it up too badly.
It’s not enough to create open-ended obstacles in your game and hope your players will come up with some clever way to defeat them. Never create a problem without creating several solutions.
A good campaign starts with a good Session Zero. But how do you even Session Zero? In the third part of this one-part series, I’ll tell you.
The secret goal of every Session Zero is to evaluate the players at your table and figure out what the hell they actually want from you. Fortunately, players aren’t that complicated and there’s an easy way to classify them. But it’s not the system you think.