1. No more than six players per referee. If you have more than six players, have two
or more referees. The reason is to give
each player a better chance to have their moments to shine their skill or
ability during each game session.
2. While players should give game related advice,
and sometimes be awarded experience points for contributing good ideas, to make
their jointly created campaigns more entertaining; as a game referee, you are the
final arbiter on what takes place within your fictional game universe. Don’t allow a disruptive and obnoxious player
to force you into making detrimental decisions that harms the enjoyment of your
campaign for yourself and for other players.
3. Do not allow any extraneous, irrelevant, or
unrelated conversations while your campaign should be played. You and your players only have a short amount
of time to play each week or each month.
Thus, every minute of game time needs to be used for playing your
campaign.
4. Whenever I start a new D&D campaign, I
always have a session zero for my players.
That way, all my future players know what to expect from our campaign. My tone is drama, with some
mild, safe for work comedy. My PCs are recruited and then assigned their
first assignments by a Lawful Good temple, respected noble, or trade guild.
For example, the Furriers'
Guild has lost communication with their trappers, furriers, and fur transport
voyageurs in a distant forest that’s full of money making, fur-bearing animals. They have also lost contact with their two
fur trading posts. The guild hires the
PCs to find out what has happened to them.
The PCs are hired to deal with any problems themselves or ask for aid
from the guild.
The actual game play starts
in the next scheduled session. That
gives my players time to think about what roles they want and what roles their
team needs.
5. Questions that I ask my players:
Why do you play D&D? How can I give you the experiences that draw
you to D&D campaigns? Some players
love combat, others love finding and exploring forgotten ruins and overland trade
routes. Other players love the role-playing
of improvisational theater, while others love making plans and then turning
those plans into action.
What are the abilities each
player brings to our group and how can I assist to bring that out? If a player has a non-combat skill of
cooking, they can be in charge of the party’s chuck wagon, a type of field
kitchen covered wagon.
6. Take the time to create brief character backstories
for each player character. That will
assist the player to think of their characters as persons, instead of
disposable, hand puppets.
Player’s character: An experienced fighter named Leif Erikson. His wife’s name is Batilde Erikson who is a
retired female warrior. Leif’s fourteen
year old daughter is Saga Erikson. A few
weeks ago, Saga started her basic ranger training. This short description of Leif’s family, as a
permanent part of the character’s written records, reinforces the idea that Leif
has a family worth fighting for and something to look forward to returning to.
A touching scene of farewell |
Lastly, please read other
online articles that have addressed this topic better than I have here. The more work you put into your campaign
before it starts, the more entertaining your campaign will become.
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