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The posts have gotten a little quiet here at Roleplaying Pro, but behind the scenes things are really kicking up. I’ve been working on a new layout for the site that I have planned to have out in November for the one year anniversary of the site. But more importantly, our gaming group recently came to a finishing point in our D&D campaign. Our gamemaster needs a little break, so I’m going to jump back behind the gamemaster screen.
My group has had various issues over the last few years both on the player side and the gamemaster side. In this campaign, I’m looking on stamping out problems in specific players and providing the best game for our specific group. I firmly believe that no game is perfect for every group. You have to take the talents of your gamemaster and what your players bring (both pros and cons) and tailor a game specific to them.
GETTING BACK TO BASICS
In order to run the best game I can possibly run, I did a few things differently this time around when I started setting up for a campaign. I decided I wanted to get back to the basics of gamemastering and work on my skills from the ground up. I don’t want to focus on learning a new system of rules, or learning a new campaign setting. I wanted to go with something familiar so I could spend most of my time focusing on improving my basic gamemastering skills and working up to intermediate and expert gamemastering skills. Sometimes, when you’ve been doing something for a long time you forget the fact that sometimes you need to get back to the basics and learn the core skills of the craft you are training for.HIRING A COACH
Sometimes if your group is having problems internally, or if the game has gotten stale, or you just need to change something, it is better to get someone from the outside to look in and make suggestions. Call them a coach, a mentor, a re-organizer, whatever. Bring someone in that knows, or can learn, your group’s strengths and weaknesses, what they like and dislike, and give you pointers on it. I believe it is best if this person is very skilled at gaming (preferably gamemastering), isn’t part of your group, and has the fortitude to give you straight answers on what is good and what is bad about your game. That way, they can give you the best possible advice on how to improve your game.TAKING TIME TO PLAN
I used to get real jazzed about a campaign or adventure idea and I’d want to get it out as soon as possible. I’d call some players up, have them make characters, and either that night or next session we were on our way. Well, sometimes that worked out fine. But most of the time I’d realize shortly in that I hadn’t thought things out well enough or that idea wasn’t as cool as I thought. Now where do I go? It’s definitely possible to salvage campaigns, but it is also easier to not have to salvage a campaign with good planning in the beginning.GETTING PLAYER BUY-IN
Although our last campaign was probably the best campaign our players have ever been in, it ended on a little bit of a sour note. A lot of us were burnt out, both on the gamemaster side and the player side. We were playing D&D 4E for a long time. But, with my idea of going back to basics I looked around and decided that another D&D 4E session would be the best for our group. Here was my reasoning:- We’re all very familiar with D&D 4E rules, so we can focus on roleplaying instead of learning rules.
- The issues we had with D&D 4E were fresh in our minds, so we could address them and overcome them in this next campaign.
- My coach is very in-tune with the system and would be able to really help me with the campaign.I got together with my players, threw out the ideas I had and told them what I wanted to accomplish, and they were all completely on board. They told me their likes and dislikes of the last campaign we played. They also told me their likes and dislikes of the last campaign I ran and what they felt I needed to improve upon as a gamemaster.
PUTTING IN THE WORK
One of the things my coach told me was that he continually refers back to the Dungeon’s Master Guide when running games. I really didn’t want to read though another book again, but I decided to follow his advice (being my coach, I figure that is what I’m supposed to do). I started to systematically go through the DMG section by section. The beginning started out a little dry, but then my coach pointed me to specific sections of the book he wanted me to read. As I reached those sections, I started to pick up valuable nuggets of advice. I definitely picked up a few tricks that I hadn’t been told of or read before; especially for the specific game and setting I am running.In addition to this reading, we’ve been meeting up together several times per week developing the world, hooks for the characters, and the first few session adventures. He also is giving me tips on how to run that I am filing away in my little drawer of gamemaster knowledge.
CREATING A CAMPAIGN WIKI
There are a lot of campaign wiki software pieces out there. The most common that are used in my circles are Obsidian Portal and Epic Words. I’ve used both in the past, but I choose to go with Obsidian Portal for this particular campaign just because my players are familiar with it.Creating a campaign wiki not only helps chronicle the campaign, but it really helps me keep my notes straight. Also, my coach is able to look through the campaign wiki and give suggestions to me on what direction I could take certain NPCs, player background hooks, or other plot points. And of course, it’s a nice reference for your players in a home-brew campaign.
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Overall, this may sound like a lot of work. Do you have to do this with every campaign? Absolutely not. I’m simply doing this because our last game was having issues and I want to work on resolving them. I also want to start building my gamemastering skills again and I know just going back to the same old thing and hoping it will get better isn’t the trick.
What do you do when you are preparing to create a new campaign?
Do you have any suggestions for me on preparing my next campaign?






October 4, 2009 at 8:18 am
I definitely like the idea of asking others outside your group for advice. I did just that in my last campaign – I actually got two experienced gamers in on helping me with the campaign direction and I think the story benefited from it. One of them even temporarily played an NPC the players were familiar with right up until it was revealed that he was the bad guy all along.
Even if asking others for help or advice doesn’t really do anything for the campaign, it still might help motivate you as the GM. So I say go for it. I like that you call this guy a “coach”. That tells me that you really are serious about getting back to basics as a GM, and running a game that is fun for everyone. Since I now know a few gamers outside of my group I will definitely continue asking for advice on future campaigns.
Suggestion:
Know your setting. You need to be able to explain it to the players so they have a clear understanding of where they are, where they can go, and what they can do. The wiki you described would be perfect. I think that is one of the best tools for gamers out there (player and GM).
Have a good run!
October 5, 2009 at 8:13 am
Chris – Thanks for the invite and opportunity.
Bryan, Vance and Casey – Thanks for letting me sit in. I learned a lot from you guys about what parts of roleplaying with my group speak to me and about what parts could benefit from sharing your focuses.
Sam – Good run as Chris said. From what you’ve written and what I’ve heard on the side, it sounds like everyone is jazzed and looking to have a great time. What will the campaign be called on Obsidian for those of us who want to take a peek?
October 5, 2009 at 8:35 am
Sam, what do you think caused the burnout on the previous campaign? Not enough diversity in encounters? Rules issues? Too much roll-playing, not enough role-playing?
I’m running my first D&D campaign (Eberron) and while I feel pretty skilled as a GM, I’m hoping to avoid campaign fatigue. I’m excited as I have a definitive direction and ending for my story but I want to keep my players excited as well.
October 5, 2009 at 9:21 am
I find that getting player buy-in is the best way to ensure you start a vibrant long-term campaign. When players don’t buy-in the campaign tends to drift and it is more difficult as a DM to provide motivation for the PCs.
Because they haven’t bought in, they don’t feel the desire to respond to certain events that might occur in game.
The idea of a coach is interesting and not one I’ve ever used. I have bounced idea’s off players in my group who also DM, but I don’t tend to go outside my core group for advice.
October 5, 2009 at 11:46 am
+1 for player buy-in. If you can get them into the campaign, they will eventually write the story for you. Otherwise, you’re just dangling hooks in front of them and more often they’ll just intentionally ignore them rather than bite.
Good luck with your campaign!
October 7, 2009 at 2:45 pm
@Colin – You were a GREAT addition even for the short time we had the pleasure to have you. I, for one (although not the only), greatly benefited from having you there as it really helped me tune into what I wasn’t doing to make MYSELF enjoy the games and what I needed to do to take control of my own good time.
@Wimwick – As far as the burn-out goes I think it had to do with different things for each player. There were things going on behind the scenes that were never really fleshed out but definitely made it look and feel as if some players were being favored over others which led to some resentment. There was definitely a lack of diversity not only in the encounters (we really only fought skirmishers and soldiers) but really in the way that the game was approached. It was more like a movie where you got to watch the story unfold then act out the fights. All in all it truly was an amazing campaign but I think it taught all of us (players and GM’s) what we really would like to see and how we need to adjust to make it a better session for ourselves AND everyone else at the table.
Once again, big kudos for Chris for spending the time (and money) to put it all together and it truly was and will be one of the most memorable campaigns.
October 12, 2009 at 12:10 am
Good luck with the campaign, I hope it turns out awesome!