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.
Every campaign can benefit from a well-run Session Zero. How do you run a good Session Zero? I can’t tell you that until I tell you what a Session Zero is actually for.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.