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Showing posts from July, 2017

Rules for Being A Dungeon Master, part two of infinity

The last post focused on the rules for designing a campaign world or setting. This post is going to look at designing a campaign itself. A roleplaying campaign can be a tricky this to build from scratch, but these rules can help you not be terrible. Will you still get stuck? Yes. Will you paint yourself into a corner? Probably. Will you get frustrated and kick the players out of your house? It happens. However, your campaign will suck slightly less if you follow the rules. 1.  Know what you want. Are you designing a single epic quest? A series of unrelated dungeons? A game of political intrigue? Whatever you are doing, be clear about it before you start. You want to make a campaign where the adventurers find and explore various lost temples just for the lulz? That's way different than planning out an evolving story line with a main villain to beat at the end or a Game of Thrones style political drama. 2. Talk to the players. Better yet, listen to your players. If they are r