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.
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.
In this month’s Fanservice BS, I look at how to make race and culture actually matter. Whatever the hell that means.
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.
Conflict lies at the heart of every story. And when we think of conflict, we think of the struggle between good and evil. Especially in D&D. But what if I told you that good and evil aren’t in conflict at all? And that D&D alignment is complete and utter gibberish that never made any sense?