D&D — Campaign as Storytelling

Hello again, friends. It’s been a while since I’ve talked about Dungeons & Dragons directly (or at least not something that had a specific correlation to my Aleor campaign), and I’ve been having some thoughts I’d like to share.

Obviously, I’m a storyteller. I’ve been writing for about a decade now, so I theoretically know my way around a plot. It’s been interesting to explore plot development through what I would consider to be my first real experience as a dungeon master. Aleor isn’t the first campaign setting I’ve done, but it was made to be in the world of D&D, and is built to be a ‘world’ much more than a place for stories to exist in.

The problem with that last part is that I still want those stories to happen. I have visions. Dreams, if you will, of amazing scenes and climactic moments to share with my players. Before the campaign even started I had an inkling of an encounter involving the three party members fighting alongside (or as?) good-aligned dragons against a big bad. Part of the problem with cool ideas like that is that I can still do that in this campaign, but the location that encounter would happen in hasn’t even been mentioned in passing to the players. As in, they aren’t geographically close enough to have even heard of that place.

Now, I know you’re just going to yell at me to move that encounter closer if I want it so damn bad, but there’s the rub. Aleor is a world full of cultures, and that location was built with that encounter in mind, and simply moving three powerful dragons to another place in the world just because it is more conveniently timed on my part would ruin the entire pacing of the story. They are only level 5 at the moment, after all. Level 5 characters don’t get to be allied with powerful dragons.

But the thing that frustrates me quite a bit is that the current arc of the campaign—the story they are wading through right now—has some really cool moments and scenes I’ve been looking forward to for months, and I want nothing more than to skip to the good parts. But I can’t. Things need to take time in order to make the narrative flow well, and in order to give those moments the most impact.

It’s a little sad, because I obviously want to make the “in-between” sessions and encounters interesting and meaningful. I’m very leery of turning the campaign into “The Encounter of the Week”, just stringing combats together and arbitrarily throwing suitable creatures at the party to fill in the time.

I don’t care what’s guarding the door, but I can’t wait to reveal what’s behind the door. Problem is, if I don’t make that guard interesting (not powerful—interesting), then the reveal will just be neat rather than amazing.

D&D should be about the fun moments you create and the stories you tell afterward. I’m trying so hard to tell interesting stories, I just get so impatient!

6 thoughts on “D&D — Campaign as Storytelling

  1. Ah. That’s a familiar thought… I’ve been waiting for months to get to the climax of my current arc, and it drives me nuts that I can’t do it yet. Once it’s been imagined in my mind waiting to write it down leaves me impatient and longing. It’s all I can do to remind myself that the payoff will be worth it once the story gets to that point, and that all of that build up only makes the climax that much sweeter.

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    1. With writing you /could/ cheat a bit and just write the climax first, but I personally would never do that to myself! It would be like having dessert before eating your veggies.

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  2. You mean the ceiling falling down on us then getting up and trying to kill us wasn’t the big giant climax you were going for? Buck nearly killed himself for nothing!?

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    1. The ceiling didn’t try to kill you, it was just very curious about Sieg for some reason. It didn’t even attack until you did. THEN it tried to kill you.

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      1. We TRIED to reason with it. You can’t just steal people though. That’s murderin’ words.

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