(This week’s audio recording: “Fortune’s Fool“, is one I wrote back in April. I’m really happy with the way it turned out, and I hope to revisit the story someday.)
I haven’t talked about Dungeons and Dragons in some time. I’ve learned quite a bit about the game since I’ve brought it up last, but admittedly, the most important things I’ve learned about running a proper campaign is about myself and what I’ve been doing wrong! I’m not upset, though. Progress has to come from somewhere, after all, and knowing where to improve is the best place to start.
When I planned out this campaign, I started with the big stuff. Who’s the overarching bad guy, what is the party going to have to do to stop him, that sort of thing. I set up this huge story, and when the first session began, all I had was big reveals. This meant I had to force both of my parties (they’re running the same campaign) onto a quest with no information. No motivation, just “I need your help, thanks bye!” Obviously this wasn’t ideal, so while big reveals are cool, you need a solid foundation with which to base them on.
For me, this means preparing the sessions more thoroughly. I thought “Hey, I have a lot of experience with improv, I don’t need to prepare dungeons or characters off the bat!” so I didn’t. It was here that I’ve learned something about improv: since it’s all about justification (and not about trying to be funny), often one will take the easiest route. I can make up new characters and buildings all day, but just because I can bring things up on the fly and have it make sense doesn’t mean it’s interesting. That’s where the preparation needs to come in.
Specifically, I need to prepare two things. Primarily, I need to develop the characters I introduce more. I need them to have motivations and personalities that are distinct from each other rather than have them all be furniture for this grander story I’m trying to tell. Now, if you’re anything like me, you hate outlining characters. I’ve tried doing that for novels, and man it just ruins what enjoyment I can get from writing. So for this instance I’m going to try to establish “what this character wants” as a solid goal for virtually everyone I introduce. Goals are important. Everyone has them. Furthermore, having several dozen character names to pull from a hat whenever somebody is introduced isn’t enough. I’ll also need a slew of personality traits and distinct characteristics to help make each person different.
The second thing I need to prepare is the locales. When I set my players off to the grand quest of magical vagueness, they were tasked with getting information with no leads. With large locations, there needs to be large landmarks. Interesting or large buildings and structures that stand out that make a place more memorable and provide a convenient place to start (or return, as the case may be).
Those are the big things I need to work on. The part that I’ve done right from the beginning (and simply need to improve upon) is the theme of the campaign. For the entirety of the issues the party has come across, I’ve tried to force them to operate in moral gray areas. When forcing people to choose between two bad decisions, a dungeon master can have a lot of fun toying with the consequences of what occurs. It forces your party to think when it isn’t simply “go to the cave and kill the evil dragon”. The whole fun of Dungeons and Dragons is the choice and openness in every action you take. When you give your party a clear goal, it gets boring. So don’t make it boring!