How to Wage a Dungeons and Dragons Campaign

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A prepared Dungeon Master is a happy Dungeon Master. Get organized before the game to keep the players' attention and the action moving.

Instructions

Difficulty: Moderate

Things You’ll Need:

  • AD&D Dungeon Master Guides
  • AD&D Player's Handbooks
  • Dungeon Master Screens
  • Pencils
  • Graph Papers
  • AD&D Adventure Dice Sets (7 Dice Set)
  • Dice

Step1
Familiarize yourself with the rules of resolving actions and encounters. It disrupts the game when you have to constantly look things up.
Step2
Determine how many people are playing and what kinds of characters they will have in their adventuring party.
Step3
Figure out whether you want to run a one-shot game or one that lasts several game sessions.
Step4
Create a goal for the party. Do they need to kill a dragon and save a village? Are they seeking a certain magical item for someone? Have they been hired to assassinate a king?
Step5
Choose a setting. There are many AD&D worlds and time periods.
Step6
Make up a map of the land or dungeon so you know where the party is and where it's going. You may or may not want to share the map; many DMs have the players map as they explore.
Step7
Choose monsters and treasure for the monsters to guard. Mark the locations of the monsters, treasures and traps on your map.
Step8
Create puzzles for the players to figure out. Riddles and scavenger-hunt'type clues are popular.
Step9
Keep the characters on track. Guide them by using NPCs (non-player characters) to pass along clues and information.
Step10
Reward the party for a job well done. Magical equipment and gems are very popular spoils from a tough battle.

Tips & Warnings

  • Don't give the characters too many powerful items or they won't be challenged by the adventure.

Comments

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Anonymous

Anonymous said

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on 11/22/2005 Many a campaign has been broken due to unwise location, not in-game but as in the actual location of the players. Too much noise or activity will ruin a session. Whether using miniatures or through total imagination, the best location is taken from the name. Dungeon. A room that is quiet, semi-dark, will go uninterrupted for hours and has adequate ventilation. Even musical scores from certain video games/movies can be played during an extremely difficult battle, or a peaceful yet necessary trip to town to restock. Minimize interruption, have breaks after difficult battles(if necessary) and just enjoy the mood that has been created.

Anonymous

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on 11/22/2005 Get a feel for the people who will be playing in your campaigns. Many a person adds his/her personality to the PC they are controlling and depending on the person, can be more of a disruption than a blessing, especially for newcomers to the game. Be prepared for this. Many a campaign has been soured due to unchecked "personalities" and end up turning away potential players. It is a DM's job to think of not just one PC, but the entire group. Pull the disruption to the side, explain the situation, even award experience points for staying "in-character". Unfortunately, although no DM wants to, sometimes dismissal is the only way to save a campaign. The one and only job of a DM is and always will be one thing, to make sure the PC's are having fun. After all, what's an epic story with magnificently tiled dungeons and mammoth battles waged against wizard guarded castles raining fiery death on vigilent fighters protected by divine intervention when no one wants to be there to enjoy it?

Anonymous

Anonymous said

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on 8/8/2006 Many a campaign has been broken due to unwise location, not in-game but as in the actual location of the players. Too much noise or activity will ruin a session. Whether using miniatures or through total imagination, the best location is taken from the name. Dungeon. A room that is quiet, semi-dark, will go uninterrupted for hours and has adequate ventilation. Even musical scores from certain video games/movies can be played during an extremely difficult battle, or a peaceful yet necessary trip to town to restock. Minimize interruption, have breaks after difficult battles(if necessary) and just enjoy the mood that has been created.

Anonymous

Anonymous said

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on 11/22/2005 The best campaigns I've run were when I made a very small story with a small variety of creatures, but made them seem to fit together and gave them all believable motivations. This makes it easy to set a theme that the players can really imagine, and it opens up all kinds of potential for spontaneous role playing. People are motivated by personal desires, and the most interesting creatures have some honor. The Hobbit is a perfect example of feeling "bad guys" who even display compassion at times (like the drunk troll) or the need to justify their actions (like the goblin king).

Anonymous

Anonymous said

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on 8/8/2006 Ask the players questions about their PC's on a personal level before the game starts. For example, were you close with your parents, what would they think of what you have done with your life? I have found that this helps the players get into character and the quality of role-playing goes up.

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