So, you have somehow
found friends, bought dice, and been tasked with running a D&D
campaign. How do you start running a campaign? Well, the first step
is having some kind of campaign in mind. There's a number of
questions you'll need to answer: what edition of D&D, what genre
of play, etc, etc. I don't want to answer those questions; that's on
you. What I want to talk about here is about building a world to run
a campaign in. There are three meta-options for you to consider.
META-OPTION 1: THE NEW
TOLKIEN, OR TOP-DOWN CREATION
So, you can create
languages from the bottom up, plan the geography of an entire world,
create a fantastic Sanderson-esque magic system. That's good, and
that's fun – though, of course, most of the fun to be had there
will be by you, the DM, not your players. Most of the stuff you make
will never transfer to your players. That's fine, just be aware your
impulse to Play Tolkien is as much a way of you spending your own
time as it is preparing a game for others to play.
META-OPTION 2: SMALL
BEGINNINGS, OR BOTTOM-UP CREATION
Or you can create a
little town and a couple of places for players to explore – there's
a ruined Elf Tower (...New Mexiccoooo...) in the hills, strange
tunnels carved out of onyx underneath the town, and nomadic boarmen
crossing the plains nearby. Which empire is this part of? Who knows.
In the marketplace, there's a birdmess-spattered statue of some old
hero; who is it? We'll work that out later. Where are the boarmen
going? Follow them to find out! This is a fairly simple way to start
a campaign – sketch out a few “safe” locations and a few
“dangerous” locations, drop the characters in it one way or
another, give the players some rumours about the local area, and let
them at it. Make more up as you go.
META-OPTION 3: PLUNDER
THE BOOKS, OR THE MASH-UP
Probably actually the
most common form of campaign; use a book or books published by
others. Change it where you want to. Maybe glue bits from different
books together (not literally, really damages the resale value). An
example: I'm about to start running a game set in Chult, in the
Forgotten Realms, using Chris Perkins' Tomb of Annihilation
as a basis for it. But there's a number of issues with that book;
some of them have to do with the expectations of a campaign (which
I've changed), but some have to do with it being an exploration
campaign with nowhere near enough locales. So I've added the two
official-ish supplements to that, The Tortle Package
and The Lost Kenku;
but I've also thrown in James Raggi's Tower of the
Stargazer, Kiel Chenier's Blood
in the Chocolate, Ken Hite's
Qelong, and a bunch of
unofficial ToA supplements from the DM's Guild. Some of that stuff
will need adaptation, for sure, but that's fine. Even the ToA
supplements will be hacked to fit my version of Chult and my campaign
needs; I don't need linear adventures, for instance. I need lots of
adventure locations and dynamic environments, because that empowers
player choice.
But
whichever of these you do, you're going to need to end up with a
place for your players to start, for them to adventure in, became
heroes/villains of, etc. So whether you want to create the world
top-down, bottom-up, or via the mash-up, there is a similar objective
in mind. Now, one solution – a version of Meta-Option 3 – is just
run your players through a set of published adventures, one after
another. You set the scene: “you've been hired to do this...”,
and the players function within the game as you've delineated. This
is good for pickup play, for quite casual groups, and for very
irregularly-scheduled campaigns; people turn up knowing they'll have
an adventure. You'll need to pick interesting adventures (hint: don't
play Pathfinder Adventure Paths unless you're using Joseph Manola's
condensations of them – see his Against The Wicked City blog for
more), but this is a perfectly reasonable way to run the game that
probably reduces your workload.
But
what if you want to emphasize player decisions at the campaign level?
What if you want them to be the chief agents of change in a world,
the architects of the rising and falling of kingdoms, even? Then you
need a world with real choices for the players, even at 1st Level.
They need to be able to pick which adventures to go on, and then
allowed to determine their own objectives within that adventure
location. So if you want to run that sort of campaign, here's what
I'd recommend you come up with (by whatever method):
A
REASON: This is simple and only matters for the first ten minutes of
your first session, really. But why are your characters in the
setting? It can be as simple as: this is a place where adventurers
come; the characters are adventurers. It might help to establish why
the characters are together before starting the game proper, too, to
avoid confusion or the negative play habit of one character
essentially forming their own party and doing their own thing the
whole time.
THE
TOWN: Doesn't need to be a town. Could be a yurt village, a strange
and rambling inn and wagonhouse, whatever. The essential point is:
there is a point of light the adventurers rest in, hear rumours in,
may feel inclined to defend. There may be adventure locations in or
beneath The Town, and you might have fun encounter tables for them as
they spend their downtime there, but the key thing is that this can
function as a home base. They're not constantly attacked by dragons
when they're there. There are shops or traders or whatever. There are
one or two “questgivers”; the weird shaman always wants
ingredients from out of the way caves and bogs, and the Peace Chief
wants the boarmen scared away from their current path without a
proper fight.
DUNGEONS,
PLURAL: By dungeon I also mean: bandit camp, strange outlying
village, ruined observatory. Places that adventures happen. It can be
a simple location with one puzzle or a multi-level, 159-room True
Dungeon. A mix of size and type is good. This places are dangerous –
hence why only adventurers would dare going – but they shouldn't be
unrelentingly hostile, and solely full of combat. Make sure there are
potential allies out in the wilderness. At least one baffling,
strange, and slightly disturbing location.
A
MAP?: Optional, but sometimes helpful for visualization, even outside
of a proper hex-or-pointcrawl. Even if it's just a flowchart or set
of nodes. The Yurt Village is in the centre, or at one edge; then
there's the Puzzle Swamp, the True Dungeon, the Boarmen Stomping
Grounds, and the Ruined Obsevatory. As there's a Dark Conspiracy at
the Yurt Village, that gives you at least five adventure locations
waiting for your players.
RUMOURS:
You can just have an NPC hire the PCs to do something, or otherwise
incentivize their action. But you might benefit from giving the group
two or three “rumours” to start with; this lets them choose what
seems most valuable to them. Maybe they start with these three:
“The
Peace Chief needs help with the Boarmen, and is willing to reward any
who offer aid.”
“She
who solves the cog puzzle in the Putrid Swamp is sure to receive
great riches...”
“Some
say there is no bottom to the Spiral Dungeon, until it meets the Fire
Below. But the strange artifacts within are surely of some bygone
race.”
With
that, I'd say you're more than good to go.
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