The True Campaign Managery Series
There’s more to running a campaign than just stringing adventures together week after week. And I ain’t talking about figuring out how to string adventures together. Just getting players to show up is a chore. Then there’s getting characters generated, agreeing to rules, and keeping all their little conflicts from ripping your game apart.
This series is about all the unpleasant bits of managing a campaign. The planning, the people managing, and the conflict resolving.
Part I: Introduction
True Campaign Managery Course Introduction and Outline
November 27, 2023
With this new, ongoing series of lessons, I — the Angry GM — intend to teach you everything you need to know to keep a Campaign alive until you grant it the sweet mercy of death.
A Campaign Manager’s Guide to Selfishness
February 14, 2024
You can’t manage a social gaming club that provides your friends with hours of fun unless you’re willing to be a selfish prick. Trust me; if there’s one thing I know, it’s being a selfish prick.
Part II: Planning Your Campaign
Game First or Group First
February 28, 2024
You can’t run a campaign without starting a campaign. And you can’t start a campaign without making ten thousand choices. And of all those choices, it’s the second one that’ll get you.
Envisioning a Campaign
March 13, 2024
Now that you’ve decided to start a campaign and ignore your players’ input — you master of selfishness you — it’s time to start having visions.