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How to Create a Dungeons and Dragons Campaign for Improvisation - D&D 5e 

Taking20
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Let's talk about how Dungeon Masters can approach creating a Dungeons and Dragons campaign with improvisation in mind.
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Комментарии : 460   
@Taking20
@Taking20 6 лет назад
Download the Mist Walker here: bit.ly/MistWalker The Lazy Dungeon Master: amzn.to/2KOO0Oy WelcomeAdventurers.com Join us on Discord: bit.ly/Taking20Discord Shop Dungeons and Dragons here: amzn.to/2BtttwT **Grab the Alignment is # FakeNews Tee now!** tspr.ng/c/d-d-alignment-is-fakenews bit.ly/Taking20TeespringStore
@jayteepodcast
@jayteepodcast 6 лет назад
Taking20 question can you have a one shot session that builds into a campaign?
@elijahbailey9588
@elijahbailey9588 6 лет назад
+Taking20 Meme game is weak bro ain't even deep fried or E related. Yeet
@crustybomb115
@crustybomb115 5 лет назад
@@jayteepodcast im sorta wondering what you meant by that... as in can a 1-shot be developed into a full on campaign? or as can a 1-shot be put into a campaign? because the point of a 1-shot is basicly taking a session for the entire thing... so it cant really develop into a full on campaign... but a 1-shot can easily be shoved into a campaign as a story of legends or whatever your approach to it is...
@inomad1313
@inomad1313 4 года назад
Jonathon Thompson My first time as a GM was impromptu and I thought it was going to be a one shot. I had 4 hours to create a game, build new PCs with the players (complete with backgrounds) and run the game to a conclusion. Plot/world creation and character building took about 30 minutes. Game play was about 3 1/2 hours. It turned into a full campaign with an over arcing antagonist that the PCs were not aware of in the beginning. All of the antagonists that the PCs met were pawns to the main antagonist. I developed the campaign as the game progressed from session to session. The campaign was a series of one shots with a running theme. Everywhere the PCs went they discovered “unusual” antagonists. The missions/locations were railroad, because all the PCs belonged to the same group, but once at the destination it was all sandbox and improvisation. This was done in the Trinity universe, but I see no reason that a creative GM couldn’t do this within any game setting. The most important thing I use as a GM is “what is the antagonist trying to accomplish and how are they doing it?.” Or, as I’ve recently heard it put, “someone wants something very badly by this time, but is having difficulty because of this.” Fill in that statement and get a general grasp on the setting/world. After that, turn the players loose in your world and make sure everyone is having fun.
@evannibbe9375
@evannibbe9375 4 года назад
I would advise changing the MistWalker to avoid the unlimited teleportation. It would be substantially better to change up a current class like Warlock to have a number of spell slots equal to warlock level, with the level of those spell slots equal to warlock level/4 rounded up.
@alexkaplan6581
@alexkaplan6581 6 лет назад
You need to be prepared for "so, what will it be, door one or door two?" Players "Cantaloupe"
@Taking20
@Taking20 6 лет назад
#Truth
@Mothoth
@Mothoth 6 лет назад
DM: Cantaloupe? Ok, roll initiative. Combat is great for buying time to think.
@thomasborders6882
@thomasborders6882 6 лет назад
Definitely easier to improv an unexpected combat than to go someplace that you really weren't ready for characters to go!
@michaelwinter742
@michaelwinter742 5 лет назад
This combat is last a suspiciously long time.
@zacharygadzinski3147
@zacharygadzinski3147 5 лет назад
@@thomasborders6882 Wouldn't the trick tp inprove is to have maps ready just in case? Yet I think with virtual tabletops I think the world map would need to be conplete so improve could be easier. After the map's complete is when characters can be fleshed out during improv.
@ByronGrimlock
@ByronGrimlock 4 года назад
It would be cool to watch video of a session you GMed and then have a "director's commentary" recorded afterwards, where you show the moments where player input affects what happens next.
@haysdixon6227
@haysdixon6227 4 года назад
I definitely agree!
@AsaHenderson
@AsaHenderson 3 года назад
Seconded!
@nijjtube
@nijjtube 6 лет назад
Quick question : my players caught me off-guard when they decided to make the campaign about one of the players, basically they want to save the warlock from his patron. They didn't discuss it with me before, trying me best to make it work but I'm struggling w/ it. Don't wanna force something upon them since they're happy w/ their choice.
@Taking20
@Taking20 6 лет назад
Why not do both? If you have a player hook ofthe warlock patron, and your large campaign theme, then I would do both. Think of the warlock like a mini theme during your larger season. If your players spend 6 sessions tracking down this warlock patron and dealing with them, that doesn't mean your main villain isn't active or that you have to give up you main campaign hook. Try to let them explore their characters a bit and keep you villain active.
@Vargavinter83
@Vargavinter83 6 лет назад
Nicolas Jacquet on a different note I'd also make it so that the character can't gain any more levels as a warlock since their powers come from their patron. My two cents.
@Vegas242
@Vegas242 6 лет назад
I'm not very experienced at all, but is there a way to have the patron be somehow connected to the big bad? That could be useful for after they eventually succeed or fail to bring them back to the main story or make the patron quest part of the main story. Finally in my opinion you should probably talk with the warlock player one on one of you're thinking about not letting them get any more warlock levels after taking down their patron, and see how they feel about that first before deciding anything.
@collinsmcrae
@collinsmcrae 6 лет назад
I guess I’ve just been lucky with my group of friends, but this sort of thing is never an issue. My players can make choices that effect the campaign, for sure, but there is a line. I don’t run an infinite sandbox. If I think something is going to derail the campaign too much, I simply subliminally dissuade them from a particular choice, make another more appealing, or just tell them to fuck off with that noise. I spend too much time on prep to just have the players derail everything with dumb ideas they spent 3 seconds thinking about. We have all been friends for a long time though, so your mileage may very.
@immortalwolf3055
@immortalwolf3055 6 лет назад
or tie into it an alternate, more favorable patron and they can switch their focus to that. perhaps the new patron is an old enemy of the current one. since they are trying to get rid of the patron i assume it is an evil one such as a fiend. and there are more options in the phb as well as those in mordekainens. could always go celestial pact.
@R-langley
@R-langley 6 лет назад
I've been running my first campaign since January and aside from a basic outline of what to do each week and a few premade maps, I have improvised the entire campaign, . I make a page of key things I want to happen, then wing it. I've been using the taldorei campaign setting as my guide, having one of the critical role characters send the party off to recover ancient, powerful weapons, they've recovered 2 so far and just encountered one of the main villains who wields one of the weapons ( he may have killed half the party) so the remaining members and a few new faces have decided to try for another one instead. It really works well for me as the journey to, and obtaining of each item works as it's own individual season averaging at 4/5sessions per weapon. I have a list of items and their rough locations, they simply decide what they want to get next and when, then I get to focus on making a series of things that I may throw at them on the way. It helps to have a sandbox style world already made for you, to do this. But if you're up to the challenge, you can make one yourself
@Taking20
@Taking20 6 лет назад
Understanding your setting is a big advantage. +1 sir
@Maric18
@Maric18 6 лет назад
yeah thats how i do it, except the page ... i think about my campaign while commuting and think about some good/bad encounters ... good encounters happen if players are careful and see through traps and so on and bad encounters happens when they just do stuff ... or if there needs to be more action. I mean its a bit mean that they will meet the important old man that tells them of how he is depressed because he couldnt win back his fathers heirlooms, no matter if they stay around and maybe help end a fight in a tavern, or if they stop to help a traveler in need in the forest ... but in the end the story progresses, and the rest ... one gets a hang of it, as long as the factions and the npcs know what they want and you as a gm are there to mediate between the game world and the players
@roberticvs
@roberticvs 6 лет назад
"I sometimes throw CR's out the window because let's face it, it's 5th edition." Lol.
@samaysoni4015
@samaysoni4015 4 года назад
I was looking for who was gonna comment on this, lol
@williamlee7482
@williamlee7482 3 года назад
I play AD&D 2nd edition and we don't have combat ratings for any of the monsters because even a monster such as kobolds can be deadly . One group of kobolds almost killed an entire party of 12th level characters . dungeons.fandom.com/wiki/DnDWiki:Tucker%27s_kobolds?useskin=oasis
@VoidplayLP
@VoidplayLP 3 года назад
@@williamlee7482 can still do that in 5e. Better than 3.5 definitely
@TheCliffy007
@TheCliffy007 3 года назад
ONLY focus on next session... Speckling in the over all campaign arc... thats exactly what i needed to hear, and exactly what i was looking for.
@classycosplayer
@classycosplayer 5 лет назад
in the campaign, I'm currently running, I wrote out a brief outline looked up some CR 5 monsters in the monster manual that I thought looked cool found some CR 6-8 and skimmed through for things I might want to use later. I then wrote out three different options the players could take, each involving the main quest I gave the players to start with, go through portal roll for diplomacy. the three paths basically were, they figure out how to use the fast travel I hid in the game, get there in three days in-game. and the other two options were for them walking there. then I wrote out possible encounters I might want to use while they're side questing along the way. I basically took my favourite monsters and sprinkled them about between the players and their current end goal. the plot of the story is that there's a travelling store owned and operated by a wizards guild that's been travelling around and using the store for components they'll be using for experimentation. the current quest is to go through a portal, discovered in a different campaign, and look for intelligent life to trade with. instead of writing for the next session I wrote the arc and made some notes of what I want to put in along the way... unfortunately when I went to stream it there was no audio and now the streams are going to have to start from episode two to make sense.
@MadstoneAdventures
@MadstoneAdventures 4 года назад
Wow! Just found this in a youtube hole. I needed this with the 5e N3 conversion I am running. I was trying to put them on the straight path to success. You gave me great ideas to have them meet NPCs that move the story forward without them having to follow the railroad that the module gives. Thanks so much from a Newbie DM.
@Soulessdeeds
@Soulessdeeds 6 лет назад
I think a smart thing to do when you plan on running a long term campaign is that when the players create their characters you ask them where their characters are from. Then you write down general "rumors" of things the characters would have known about from chatter in taverns or people met along the road as the character worked its way to the point you are now ready to gather everyone together and form a party. If the players come from the same region you can still give 2 players or more the same "rumors" but 1 or 2 players might have a couple differing versions of the same story/rumor. Or maybe they have similar rumors but some have a new piece of information. Then hand out these rumors to the players and inform them they are not to share their information unless its related to their characters back story or the party comes across information related to the rumors. At that time the party can sit down if they like and compare stories they have heard. This can lead to interesting ways of watching the group deciding what they want to do. Where they want to go and then you just adjust fire and create the campaigns narrative based on where the party decides to go. Some of the rumors may actually be completely false. But you still want there to be a reason for the party to be there even if the information that brought them to this location might have been completely false. Or even mis-interpreted MUHAHAHAHAHAHA......errr sorry about that.
@VoidplayLP
@VoidplayLP 3 года назад
I like the "heres a world, here's some rumors you've heard, go do your thing" approach. The key is to place all the adventure far enough away that they can't reach it in a single session.
@Mister_Roz
@Mister_Roz 5 лет назад
I am not a DM but have been playing for a couple of years as a player, looking into DMing my first ever homebrew off the bat. I personally like improvisation coming from Both the players and DM, it makes the campaign so much more fulfilling for Both ends.
@GlenHallstrom
@GlenHallstrom 5 лет назад
Now that was a good informative video! Thanks, You seem to run the same lines as me. I am also a fan of The Lazy Dungeon Master and here's how I do it. I call mine the Cattle Drive Framework (named after a Swords and Wizardry campaign where the PCs were advanced scouts and troubleshooters for...a cattle drive). I figured out the villain's plan, and looked at my world and where (roughly) the PCs would be in each session. I then plugged in mini-adventures, some modules and some things of my own. I keep in mind what the villain's endgame is and weave some threads into each mini-encounter. I love this format because I can plug in anything, change them around, delete stuff all to may heart's content (and easy to switch/delete stuff depending what the PCs do).
@Vargavinter83
@Vargavinter83 6 лет назад
When I prepare a campaign from scratch I do the following: * Create the Big Bad and their ambition. * A list of names of places, cities, taverns etc that I just randomly come up with during the day. * A list of names. * A list of organisation's and the roles therein. (All the lists can be used in other campaigns if I don't get the opportunity to use them in this one.) * A rough idea of events/conflicts going on in the players area and which of those are connected to the Big Bad and which aren't. * I start the campaign with introducing the current conflicts in the area, but also a hook in my players face which is hard to ignore to get them started but at the same time opening up options for them to pursue other conflicts if they should choose. * After that I mainly focus on the next session, but I as the campaign progresses I always keep in mind of the wheels the players has set in motion which aren't stopping just because the players aren't focusing on them at the moment. 😉
@ZephrShorin
@ZephrShorin 6 лет назад
Doing my daily stretches, was between this video and continuing rewatching Supernatural season 1. Was shocked and delighted by this video hahaha. This is basically how I have been running my games since I started DMing. It has always worked so so so well. Thanks for reaffirming my methods and adding to it. I use a lot of character backstory and ideas they give to help with improving -thankfully I have players that are very willing to contribute and create with the freedom I have learned to afford them. Also just influence from various media - animes, fantasy, novels, shows (like Supernatural haha) once in awhile it just feels right to mix and match a character from something and drop it into a DND game as an NPC. Or take a power or ability from something and try to adapt it for your game. Thanks Cody!
@lonestarr1843
@lonestarr1843 4 года назад
When he starts talking about choice and freedom at the end of the video, my mind starts thinking of BRAVE HART. “FREEDOM”!
@doctorlolchicken7478
@doctorlolchicken7478 6 лет назад
One thing I have always done is create a list of 50 or so special NPC encounters, where each entry is either a solo NPC or a group of npcs (e.g. a noble and her retinue). Effectively, these are recurring characters in the campaign. I roll to pick an entry from this list at random when, for example, the PCs are traveling along a main road or they enter a tavern. Some of these npcs may be directly related to the campaign, but most are just side characters. They tend to stand out from the crowd so that when I tell the players they see someone ahead it is obvious why I singled out this particular person. Since they are meant to be recurring most of these npcs will not fight the PCs, at least not to the death, and many of them are higher level anyway. I tend to use these npcs when the players seem a bit unsure about what to do, or they need a break from their current activity. I know the PCs are at the center of the story, but I find they like the recurring npcs and the randomness of it makes the world seem more real. Plus it usually takes the campaign in a unexpected direction. The other thing I do with campaigns is actually have random encounter lists and lists of random antagonist actions. In general, everything that happens is semi-random. This keeps the campaign feeling fresh even to me - since I don’t know what is going to happen next. My players also appreciate that not everything is stage directed and the world does not revolve around them (until higher levels at least).
@CcocaColaFtw
@CcocaColaFtw 6 лет назад
I'm running my first campaing as DM, even tho i'm relatively new to D&D. I've been taking a similar approach to this technique but hearing a more grounded idea has really cleared up a lot for me. Great video!
@robby2635
@robby2635 6 лет назад
Supernatural is my favorite show too. Yeah the leviathan season sucked 😂
@robby2635
@robby2635 6 лет назад
Side note, have you seen Hilly wood's Supernatural parody song? It's been out awhile but it is amazing.
@GlacialScion
@GlacialScion 6 лет назад
Supernatural is a good show on average. This is because its quality is often close to evenly split between amazing and abysmal...even in the same episodes, sometimes.
@Everetses
@Everetses 6 лет назад
shouldve ended after season 5. then itd be a great whole package
@LoreDm402
@LoreDm402 6 лет назад
I've been running an episodic campaign for the last 2 years, you are bang on the money foe the best/easiest way to run a good game
@alisunchained
@alisunchained 5 лет назад
I love the emphasis on themes in the first session. A lot of my games involved some level of organized crime, and I 110% support letting players know that before the end of the session. The only caveat is being open to discussion. Games are a collaborative effort between players AND DMs. It's important to remember that.
@allenflud
@allenflud 4 года назад
For random npc I use what were once blank d6, that I drew simple faces on each side. (Like the pain chart at the er.) Then I roll those 2d6 one is the npc personality and one is what the players see. I included a winking eye face for the trickster or liar. And one with a hand over mouth, which means the npc has a secret. If I roll a double secret as a for instance, it could mean he has a secret and does not hide that he has one or he has a secret and may not be able to hide the secret. Remember, one IS the npc and one is what THE PLAYERS see, and I can decide on the fly how that manifest.
@SlyBlu7
@SlyBlu7 6 лет назад
I do this! You can still build a really good story, too. 5e especially, is set up with the adventuring tiers from 1-20th level, divided into about 5-level "chapters". They already give you themes for each chapter, too; 1-5 Local Heroes 6-10 - Regional Heroes 11-15 - Heroes of the Realm 16-20 - Heroes of the World So that's how I plan my campaigns. I have an idea for each "chapter," so that I know how to foreshadow each upcoming chapter as part of the current one. For example, in the Arthurian campaign I'm running, level 1-5 the players were mostly just working for one minor lord, with a feud on the horizon with a rival fiefdom. In the second chapter, they're getting roped into some of the larger politics for the campaign during this feud, culminating in them largely choosing sides between supporting the established king or a group of rebels. In the third chapter, the party and their chosen allies face down Mordred, a threat to the entire kingdom, who's arrival has been foreshadowed throughout the entire game. It is unlikely that we will reach 20th level play, so I haven't considered much in terms of a "chapter 4." So I've created a living, breathing world with tons of NPCs who are sort of going along their own stories whether the party is there or not. And the party can choose how they weave in and out of it and steer the course of events. But there are big, 99% unavoidable events, which open and close each chapter; usually something "kingdom wide" which the party will definitely see no matter where their adventures have taken them. This is how I keep them "on track" - they're not on track at all, but they can't keep ignoring these grim tidings of Mordred's return, and if they still do, when he does show up and suddenly start wrecking the place, they can't say that it was out of nowhere or without warning.
@RIVERSRPGChannel
@RIVERSRPGChannel 5 лет назад
Improv is a must I once improved half a session because the players went a totally different direction
@rcschmidt668
@rcschmidt668 4 года назад
A really easy fix is to tell your players that one or more of their characters had a dream about a pending event, and let them talk. Their reaction should help you pivot to what they want to do. You can have the same event, but with a different purpose, different mindset, and maybe a different place setting.
@liciarogers136
@liciarogers136 2 года назад
i too use the vague overall story arc. i also use random tables. these tables will always forward my campaign design and arc, but it does allow for those "ah-hah!" moments that my players contribute by way of their decisions and choices...
@amparcane6908
@amparcane6908 6 лет назад
I typically take what my players say and/or player actions and surprise them with it. An example is that one player said something about another sounding like Daffy Duck, so later down the road they encountered a town of anthropomorphic ducks.
@BlackJar72
@BlackJar72 4 года назад
You know, I was thinking of almost the same TV analogy just this afternoon, as it pertained to how old school D&D campaigns evolved, but with one addition: Many shows that end up like that -- X-Files, Supernatural, Charmed, Sliders, etc. -- start off with single episode one-offs, the "random" weirdness/monster/demon/timeline/whatever, and that's basically season one. Then it transitions in future seasons to longer arcs. Similarly, we started with one-off dungeon crawls before moving to the wider world and longer story arcs with larger consequences were introduced. Early on players get a feel for their characters, party dynamics develop, the world is introduced, and the tone evolves -- and the DM comes up with the longer arcs, to fit the party, after everyone has a feel for that. I wonder if anyone would run a campaign like that now, with all the talk of planning and story arcs and such, but it really worked well for us then and was a lot of fun.
@Fl0wchart
@Fl0wchart 4 года назад
Okay. So like I super-unprepared for a D&D session that was originally a one-shot, and the only thing I felt I could do is write down all the details as I was giving them to my players... From that one session, I was able to add SO MUCH disposition to my game that actually allowed me to build the world around them as we were going, and it all culminated with a boss fight that I was building DURING THE BOSS FIGHT... I then dropped a bombshell on them all (AND MYSELF Lol) that this wasn't a one-shot, this was a "Session Zero" where the players have the option of keeping their characters. After the session, everyone complimented the RP aspect of it (inexperienced in building combat, but I do some writing on my off time) One even going as far as to saying they were expecting only combat and were so pleasantly surprised by just how much RP was involved. I'm glad to know my focus on the villain lately has been the right place to put my attention towards.
@jonathoneverman112
@jonathoneverman112 3 года назад
I am a totally reactionary DM. I have a general idea of what's going on in the world and I let the players guide the story and react to what they do.
@inthenutshell8247
@inthenutshell8247 6 лет назад
This was really helpful! Thank you!
@Taking20
@Taking20 6 лет назад
Glad you dug it Irongor
@evanknopp4441
@evanknopp4441 4 года назад
It's very strange but I've been the exact opposite I have a general idea or "world" then let the players decide what's important to them while slowly giving tidbits of info and let the world tick away.
@tails183
@tails183 5 лет назад
This is how I run my campaigns for sure. I make a skeleton for the campaign and they fill in the meat and muscles.
@robking6975
@robking6975 6 лет назад
I do something similar, but write big set pieces that give fixed points to keep the players going towards the overall goals I've written. Having these fixed points just gives waypoints for the story, allowing you to improv twards them. Less chance of going way off plan.
@witcher3andthewildblunt834
@witcher3andthewildblunt834 6 лет назад
I had a recent campaign arc finish where the party went to liberate a town from an Ancient Mithril Dragon which if I'm being honest was rather two dimensional but I had the dragon act almost as a red herring for the true villain I had planned for the campaign which was a servant of Kyuss. I had the dragon take over the town in order to prevent this servant from escaping out a mine which discovered the underdark where the servant of Kyuss originates from so when they kill the dragon it removes the magical wards guarding the mine. Now I knew that it was possible that the party which is at 13th level could entirely miss the hook after defeating the dragon should they immediately leave and then it would become a greater threat in the future and I would just continue on with the session as planned as I never revolved the sessions around that specific hook since it was set about 5-6 session in and I think you can pull of a hook later in the campaign as long as you prepare for it to be missed or ignored and then have world events continue on without the party, maybe another group solves the problem or it becomes so large its hard to ignore. Another example of this in my games would be I had a campaign revolving around Orcus attempting to return to the material plane by using the demons, undead and cultist who follow him to handle the preparations and the party (by which i mean the characters not the players) ended up splitting up because of characters clashing so Orcus succeeded in his plan and ended up taking over an entire country which is a looming threat on a world scale that despite being essentially abandoned, is now this problem the new characters are working towards solving (at least they're planning to). It's a long message but I just wanted to chime in with how I deal with players not taking adventure hooks and bringing in the hook at a later point and I fully agree with the method of plan a week by week basis with notes on the themes of the campaign and what to throw at the party.
@jayfehr
@jayfehr 6 лет назад
Cody, would you be able to do a similar video on running pre-made campaigns? I ran Death House as the first session of CoS and the feedback I got from my players was that they enjoyed everything except what came from the books. So I'm curious, without memorizing the entire book ahead of time, how to I improvise or make the "read aloud" text my own, and make it all flow seamlessly?
@seangere9698
@seangere9698 5 лет назад
It all depends on who are my players when I'm the DM. If they are new I try to do as much as I can with miniatures and terrain till they get used to how the game works. When I run games with more experienced players that like TotM style I rarely use miniatures and terrain. Some of my newer players to D&D come from playing other TotM games so they can jump in with little visual aids while I have older players that come from tabletop war games the prefer using miniatures and terrain. If they are people that are new to one another or only one or two know each other I try to get them to move to the other style so there's not a couple that want miniatures and terrain with a group that are mostly TotM and vice versa. Most of the time they are more then willing to change to the other group. This is not the norm for me as I don't have a lot of time between 10 hours of work a day Monday through Friday and have three small children, so I normally have time for only one game a week, but there are times where I will run two a week, if I can only do one game a week I will make use of miniatures and terrain for more important things like battles. But I don't do a lot of stuff that can easily be done with TotM.
@supervillainJ
@supervillainJ Год назад
For me I just improve half my sessions I have a few things you need. And boom fun. (I am also a complete riot apparantly)
@jammydodger222Xxd
@jammydodger222Xxd 5 лет назад
I just put together a new d&d group and one of the guys asked when we could start so I naturally replied "we'll need to wait for the DM to give us the go ahead once he's ready". Then the DM replied, "well we can start when you like cos I prefer to use the advanced DM technique of wing it lol". This doesn't exactly fill me with confidence😕 any advice?
@allyn1701
@allyn1701 4 года назад
Around 12 minutes in, "We're not gonna be tied down to any of that, but its gotta happen."...
@NathanielNow
@NathanielNow 6 лет назад
I can't think of any real techniques I use. I just do my best to understand the area, villain(s), and NPCs as much as humanly possible. I only roll on random tables if I want/need a thing but don't know what the thing should be.
@Ishlacorrin
@Ishlacorrin 6 лет назад
One thing to remember is that Villains are not the only ones who will be proactive in a setting. Nobles, merchants, guild leaders and basically any other major NPC will also have things they want to achieve and thus make moves that will affect the PCs and others. Sometimes these moves will require PC intervention as well because as they say 'the road to hell is paved with good intentions', not all NPC actions will have the desired effects. This is why i'm a World Builder first and Dungeon Master second. A well built and detailed world allows you to improvise and react to player choices no matter what they choose to do. If you have already established who all the major players are in a setting then you can decide much easier how and when they will act and how that will affect the PCs. I find that the more detailed a setting I have to work with the easier it is to make improv decisions that come together and form a story. It also helps that I rarely tend to push my PCs in any one direction, what they want is what we do. With that play style having a set story is just too hard to deal with but having location based stories that the PCs can discover at their leisure works well.
@kosm866
@kosm866 5 лет назад
I have a lot of difficulty saying fluent descriptions on the fly and tend to stumble a lot as in "You walk in and see uh, a glimmering... Icy uh... Wall of vapid smoke that uh... Billows out like a uh... Gust of furious wind as you approach" and it ends up just sounding really unimpressive and takes my players out of the game. Any advice for this?
@SoulExistence00
@SoulExistence00 6 лет назад
I had a group that used to play every day. EVERY DAY. So I had to write story every day. There is no long term planning when you're writing every day. Work, game, write, sleep, repeat. What I found is best is to do very similar to what you do. I pick a theme for the day, say, a dungeon, or a casino, or it's going to be a week until the thing they're waiting for is ready, so we do skill challenges, one per day, for a small reward of some sort (On the first night you're leaving the tavern when this ruffian is slapping around a lady. What do you do? I am going to stop him by talking him down. Great, roll persuasion. Success, [describe][grant xp] the lady gives you a kiss and her room number, calls you her hero. etc...). This gives opportunity for rp and encounters without having to go through an hour and a half combat session. Once I have my theme, I do enough to get us through the session, about 2 hours. Most common, if its a dungeon, 4-6 rooms. That's enough. There were no mega-dungeons. They got bored too easily (ran white plume mountain... hated it). I put together an encounter, an rp, a puzzle, and treasure. I use my theme to word paint a nice environment for them. I jot notes about what information they can find to get them to wherever they're going, and i use a list of random names for NPCs, locations, and data nodes to get the information from, make them roll, and then pick one that will move them towards their goal. It works brilliantly. Now that we play about every 2-3 weeks, i procrastinate writing until the day before, because i don't have to write every day so i don't. and i do the same thing. One of each of those things, and if we don't use them in that session, they're available for an upcoming one. works great.
@S1L3NTIGamer
@S1L3NTIGamer 6 лет назад
I once had a GM who was so set in his story that he literally had our characters get randomly knocked out for no reason for EVERY plot point he wanted to do. GM: “Roll perception” Me: Rolls* “18” GM: “You miss the rock heading for your head. Me: ...ok GM: “you wake up chained to the floor in a dark room. Me: “so did you just want to like...tell me a story or let me play?” Needless to say, I don’t play with him anymore.
@roumonada
@roumonada 6 лет назад
@quinwalker6469
@quinwalker6469 6 лет назад
sorry, love your videos, but I gotta disagree with some of this. all fully realized characters, are both Actionary, and Reactionary. this very trope, is one of the reasons why I feel most villains in current media, to feel flat and contrived, and why I find many stories revolving around such, to be incredibly unengaging. you should not use comic books, especially super hero comics, or television as a guide to good writing. both of these genre's are rife with overused formulaic techniques, which causes your plot to be predictable. the very best villains, are a protagonist from their own perspective, and are only a villain, because their goals, or beliefs, conflict with those of the main character. a villain, is a contrived plot device, and your players will know it. an antagonist, is a character who happens to oppose the protagonist/s, and will create a more dynamic, and layered plot. here's an idea. your villain shouldn't necessarily be a character, but any problem in your world, which keeps your protagonists from easily achieving their goals, and they must make sense in your world. falls barriers are not engaging. if you have a group playing anti hero's, you create a hero who disagree's with their methods, to oppose them. if your group plays hero's, create an anti-hero who opposes them, with a valid point, but misguided methods. basically, the easiest way to improv, is to just see where your players are going, and respond as any realistic world does. life is already hard, there's no need for contrived antagonism, because for any goal players make, or action they take, there will naturally be some entity who is naturally opposed. Example: (off the top of my head) your players need money, so they take a quest to go kill a local tribe of goblins, who have been stealing crops. along the way, your party encounters a old woman, and her crying child, being attacked by a mutated creature. they save the women, and child, only to find that the two are in fact, the shaman and granddaughter, of the very same goblins you've been hired to hunt. they beg you to hear them out. listen? the goblins are actually fairly peaceful, if somewhat primitive. the recent mining operation started by the a human mine near their home, is causing run off to pollute the goblins only water source, and the mushroom farms they use to feed themselves. most of them are going mad, or are horribly sick. in desperation or madness, those males have begun to raid the human settlements of the area. help her? or kill her? the easy path is easy to see. and is a valid that they can make. but will your heroes be able to continue thinking of themselves as such, if they kill this intelligent, and defenseless old crone? if they do, will they regret it later? what about the child? if they don't kill it, it will grow up, and remember the so called heroes that killed her kin, for their profit. setting up a true antagonist, instead of a contrived villain or they could take the hard route, of trying to mediate. in which case they would either find a way to negotiate and create a good end, for both parties. (perhaps the goblins would agree to help work the mines, and build a new waist runoff channel, in return for medicine, food, water and other supplies, and help rebuilding.) or if they cannot negotiate peacefully, perhaps it's time to decide that it's the greedy human company that is the true villain. in which case they will become known for siding with non-humans, and will make bitter enemies of the mines noble investors. the point is, there's a difference between a fun story, and an impactfull story. when creating a story, you are playing with peoples expectations, and using their own world view, and assumptions, to create a meaningful experience. if you only go by the common formula's of modern media, you may make a fun story, but you will often fail to create a truly meaningful one. the plot should play on the expectations, that your players bring to the table, or set for themselves. once you understand the direction they are heading, and see that they are getting a little comfortable, and maybe leaning towards bored, surprise them, by subverting their previous expectations, via unexpected but highly believable twists, or reveals. problems in any fully realized world, are never as simple as they are typically represented in modern media. look at things from multiple perspectives, and bringing complexity into this world, breathing life into the world, is the job of the DM. don't allow your characters to be cardboard cutouts. force them to face the confliction of having to make tough decisions, in all sorts of complicated situations, with incomplete information, then follow that up with a plot down the line, stemming from those decisions they made previously. it's a chain of karma, action, and reaction. you would like to see your players, play their characters realistically yes? as DM, you are essentially playing, all the other characters in the story, including organizations, governments, and other groups, it's your job to play them, as realistically, as you expect your players, to play their characters. I look at D&D as a form of collaborative storytelling, rather than a simple game, for simple amusement. (though you're free to disagree) If you play your role with genuine human complexity, and forethought, your players will respond in kind, and together you can create a story, beyond what any one of you could have written alone. I also feel that even the already loose rules that most DMs use, is still too restrictive, placing far too much focus on combat, quests, etc, and leads to hackneyed fantasy tropes throughout. frankly I'd like to see the whole system evolve, to a more flexible one. with rules being mere tools, that the GM, can implement or not.
@Lomhow
@Lomhow 6 лет назад
This is a really good synopsis on how to use villains, but I feel like the video we're commenting under was more for inexperienced Dms who need to get their feet wet before attempting villains like that. Funny thing though, I feel laws are really underrated in D&D, and I don't just mean "If you steal that *blank* will happen". I mean like if your bard plays for food and board he still has to pay taxes on those services. Or like your Mage has tuition fees and deadlines for his college, and can't go entirely on grand adventures in distant lands unless he wants Debt collectors. It's not a matter of rules lawyering your players into a hyper-realistic society, but more of reminding them that their characters are people. It might be easier for newer DMs to focus on smaller things, like "this town has this wacky dish" or "the people here dress funny" in order to make it all a little bit more real. But that's just my opinion. I could be wrong, who knows.
@KTJMProductions
@KTJMProductions 5 лет назад
@@Lomhow that sounds more like needless limitation used to offset OP PC builds
@superultragamer8245
@superultragamer8245 5 лет назад
Damn how long did this take to write?!
@benwilke8975
@benwilke8975 5 лет назад
Quin Walker like thanos
@GreenEyedDazzler
@GreenEyedDazzler 5 лет назад
Sorry but despite good points your grammar is atrocious and it detracts a lot
@jhboomstudioz7201
@jhboomstudioz7201 5 лет назад
Hey I know this is late, but how do I introduce the main hook early on if my campaign revolves around a secret group of demon cultist who want to summon them and I want the party to not even know they are helping them at first?
@russellkid117
@russellkid117 5 лет назад
You're trying to make the party care about helping this group of cultists, so have something happen early that makes the players sympathetic to the cultists. Perhaps some of their members is attacked by a group of thugs hired for reasons irrelevant to the cultists goal, like organised criminal behavior headed by some local baron or merchant lord or something. The cultists may initially need help retrieving something that was stolen and their relationship with cult could initially be pretty mundane, until the cultists realize they can get the party to do things for them.
@cttmaurice9589
@cttmaurice9589 6 лет назад
So is making a story bad? Cause im building an entire world from scratch im a beginner DM and my friends are all beginners as well I already made a shit ton of writing and have a lot of ideas. When i first truly tried and used improv it crashed and burned. Please reply cause im trying to get them to enjoy my game
@ShugoAWay
@ShugoAWay 5 лет назад
Also much like supernatural you kill of characters not cuz you need to not to advance the story but just for needless angst for the sake of angst (still mad they killed Charlie for no reason)
@Yzarro
@Yzarro 6 лет назад
I once read that there are two kinds of DMs: ones who can improvise, and ones who are perpetually frustrated.
@an8strengthkobold360
@an8strengthkobold360 4 года назад
3rd type me. Im trying to improvise and just barely shambling through it so its only slightly obvious I'm barely making it through.
@baron472
@baron472 4 года назад
@@an8strengthkobold360 then you are the first one and are just being to hard on yourself. did your players enjoy themselves? then you did a good job as a DM
@ByronGrimlock
@ByronGrimlock 4 года назад
Sounds like there are two types of DMs: DMs who can improvise, and players. :P
@Axiom_Link
@Axiom_Link 4 года назад
I mean, I think he nailed it when he said the villains are actionary, and the player heroes are reactionary. So by definition, if you can’t improvise as a DM then you will indeed be perpetually frustrated when your characters react to you in ways you didn’t expect
@KazumaKenchi
@KazumaKenchi 3 года назад
I'm actually pretty good at improvising but I'm still always frustrated. Lol
@revshad4226
@revshad4226 6 лет назад
I've had a player, bring a mid ranked villain back from the dead after the party killed him because he was an honorable person.
@thechaostornado6600
@thechaostornado6600 6 лет назад
that just sounds like that player like to roleplay, i wish i had a player like that in the game i'm running
@BEZERKSTUDIOS718
@BEZERKSTUDIOS718 5 лет назад
Thrall or resurrection?
@KaiserSoze679
@KaiserSoze679 5 лет назад
I basically just did this in my last session (as a player.) First as a bit of backround, our group runs on a semi-drop in basis, where new people join, old people drop off, etc. so we have some players higher/lower level than others. So, we're in this nightmare dimension where we're confronted by the worst fears or twisted versions of the greatest desires of different party members, and in the last room of the dungeon, our strongest character (a level 12 fighter, where most of us are level 8-9) turns on the party and starts hacking away at us. As a player, I knew that this was an illusion and he'd be fine when our characters "woke up" but as a CHARACTER I took this as he was being mind-controlled and just needed to be snapped out of it, so the rest of the party knocked him out and our warlock was just about to deal the killing blow... until I knocked him off and used a healing word on this illusion version of our companion, who then immediately started to attack again. I knew it would happen, but roleplay-wise it was the right decision at the time.
@onurcradibleable
@onurcradibleable 4 года назад
@@KaiserSoze679 Fantastic Roleplay. I used to play a Barbarian, who was a wild Outlander and didn't understand anything about magic or demons. We had this big demon lord controlling our beloved NPC companion. He dropped on us and told the wizard through telepathy, that he was mind controlled and the party needed to kill him as he had no power at the moment but would be enslaved any minute by the BBEG. The party knew we just had to kill him and revive him after that but my dumbass barbarian didn't knew and didn't believe the "shady magic user". For him they wanted to give the fallen companion a killing blow. I roleplayed it and turned against the whole group and tried to run away with the NPC (had no chance). They beat me and killed the NPC, then revived him and explained the event to my barbarian who didn't really get it but was happy, that the NPC wasn't dead. He apologised and everyone thought it was a cool little conflict. My DM told me later that if he could've get away the BBEG would had a vessel to rule the universe. Close call.
@npc6817
@npc6817 4 года назад
doesn't look like too much drama, either have him join the party or write him off as a support character. also, see tv tropes for "redemption by self sacrifice"
@littlereader1
@littlereader1 5 лет назад
"The best laid plans never survive first contact with the player." Murphy's Law of Dming
@louiscox8602
@louiscox8602 3 года назад
No kidding! None of my plans go how I think they will.
@RobertJones-gq3jq
@RobertJones-gq3jq 3 года назад
It reminds me of the Mike Tyson Quote: “Everyone has a plan until they get punched in the mouth.”
@Soulessdeeds
@Soulessdeeds 6 лет назад
Also fun story. I have a player who played a mage who dabbled in Necromancy. He created these gems that he could command to glow very brightly if he was within 200 ft. But instead of using them to light up tunnels and dark rooms. He would implant them under the skin just above a victims heart. And then get his ranger buddy to heal up the wound and save the victim from death. Then once the victim was awake he would inform them that they were now his slave and unless they wanted their hearts to explode and kill them instantly "At wich time he would command the gem to glow very brightly and freak the shit out of the victim". And any attempts to remove the "bomb" would set off the bomb and instantly destroy the victims heart. There are ALLOT of NPC's running around scared shitless by this guy lol.
@magiv4205
@magiv4205 5 лет назад
This is fantastic hahahaha XD
@drfunkburger3895
@drfunkburger3895 5 лет назад
Want to trade PCs? Your necromage is a boss!
@mrknarf4438
@mrknarf4438 5 лет назад
Isn't it easier to kill them and then raise them from the dead if you are a necromancer? If I were an npc the first thing I would do would be go to a high level mage/cleric to have the magic bomb defused. Neat idea to use once or twice, but it can get boring in the long run. Oh, unless you have them running along with the party. A bit dangerous since they would try to kill your guy while he's sleeping. I still think raised deads are more affordable.
@fuckitweballin759
@fuckitweballin759 5 лет назад
That mage is the bloody courier from fallout new vegas
@Darknight4434
@Darknight4434 4 года назад
@@mrknarf4438 you cant control a large army on undead, but fear is a powerful tool to cohesion
@davewantz1766
@davewantz1766 4 года назад
Our DM’s prepared material: PCs band together to topple a theocracy What we actually did: overtake a small port town and spend the next three years establishing a bustling commerce center.
@immortalstar0138
@immortalstar0138 3 года назад
Business will triumph over religion!
@TigirlakaLaserwolf6
@TigirlakaLaserwolf6 5 лет назад
Our DM was excellent at improv, to the point we would intentionally go off the beaten path to see what he would do. It was _awesome_ and felt like a real world because of it Once, completely on accident, we went to a different town than we were supposed to and this absolute LEGEND came up with a whole new campaign. It was a super cool campaign, too.
@williamozier918
@williamozier918 3 года назад
Some players did that to me once in a Star Wars RPG campaign. They wanted a Klingon Bird of Prey. So Luke taught them force skills, and the rebellion sent them on the mission. They got the BOP, then said screw the rebellion and ran off, fell to the dark side on purpose and became pirates. FINE. So the rebellion and empire put a bounty on them. So a Greedo showed up, they smoked him. Then IG88 showed up, they won. Then Dengar showed up, that was hard and they knew where this was going. Bobba Fett showed up. They won but it was hard fought. So as an impartial GM I decided plot twist: The ONE thing the rebllion and the empire could agree on was these two had to go. So plot twist, Luke and Vader teamed up to hunt them down. now THAT was fun!!
@Thomback13
@Thomback13 6 лет назад
I learned a lot in this video ! For my first campain as a DM, I was planning the group to work for the king and defeat a criminal organization... And they decided to join them after a while to free themselves from the king's power and started ambushing royal guards and assassinate important warleaders to get closer and closer to the king, then killed him to end his reign. It was the best campain I ever had!
@leonelrodriguez5602
@leonelrodriguez5602 3 года назад
That sounds like an Evil campaign. Trust me, I've been DMing for over a decade and Evil campaigns are ALWAYS fun.
@Afanasii_Kamenkoi
@Afanasii_Kamenkoi 6 лет назад
I steal cool moments and encounters from other DMs. The rest is improvised.
@Davernn
@Davernn 4 года назад
Same.
@deergod8292
@deergod8292 4 года назад
It’s not stealing... it’s just borrowing without permission!
@markabrian1925
@markabrian1925 4 года назад
That's exactly what I do too. And chances are, while the stolen moment is happening, the players do something different and now its unique
@ogeuphonium1218
@ogeuphonium1218 4 года назад
The start of my next campaign is the exact same setup and dungeon as my last campaign that i was a player in. Only difference is they arent there for this reason, theyre here for this other reason, with these other monsters
@DjDoomtrain
@DjDoomtrain 3 года назад
The really cool momenst is made bye players tbh
@jamesembry4921
@jamesembry4921 6 лет назад
I tend to start the game off with the players in a location with a lot of things going on. The player can choose what leads they want to follow, but I keep track of what is going on with all the leads they don't follow. While some quests will sit there and wait, others are time sensitive. For instance, if the players want to explore the old ruins looking for treasure, the necromancer that escaped from the dungeon that they didn't track down makes his way to the Swamp of Ulith ad begins constructing a lair.
@Ephringael
@Ephringael 6 лет назад
I love that, it can easily become far too much to keep track of however if too many hooks are introduced and not followed up on. I find myself having to force myself to stop introducing new side hooks, and instead reintroduce an old hook that has changed over time. It ends up being a tangled mess if I don't cull things down a bit.
@maxwhitworth9178
@maxwhitworth9178 6 лет назад
This, in the past, has led to a lot of confusion over what needs to be focused on. They ended up being powerful enough to face the Necromancer (or whatever), but didn't care who he was because they didn't spend time getting to know him as a villain.
@robertdavis7464
@robertdavis7464 6 лет назад
I love the idea of this, and i was actually planning on using something like this to determine alignments for new players. I simulate a week in a village with each non adventuring pc lives their lives how they choose, and then simulate a siege. Who saves the old man, who picks up their sword to fight the demon, who abandons his friend to save his own life, and who helped the demons, etc
@npc6817
@npc6817 4 года назад
@@maxwhitworth9178 this kind of stuff needs some extra attention from the dm to work as intended for the players. not that it's that difficult, but if the players completely forgot there was a necromancer in the first place either find ways to remind them or postpone his storyline to a time when the party can afford to start his quest, not to railroad them into doing so but only to make sure that the choice to ignore him is a concious decision rather than the result of distraction. in my experience players will always feel like you're bullshitting them when they're hit by the consequences of their inactions if they don't feel responsible of the outcome, so I make sure to turn all the opportunities of inaction that might lead to interesting consequences into active decisions and always give one (soft) second chance to prevent them, all the advantages of good worldbuilding plus extra pc investment by guilt.
@therealbahamut
@therealbahamut 6 лет назад
Prepare for improvisation. Sounds contradictory, I know, but it's the best advice available.
@johntheherbalistg8756
@johntheherbalistg8756 6 лет назад
I ran my first game this past weekend, and boy, you aren't lying about not knowing what your own game is gonna be like. One of my players is about to STEAL A NOBLE TITLE. My rogue is literally about accidentally steal a duchy 😂😂😂
@jinxtheunluckypony
@jinxtheunluckypony 6 лет назад
I’m running a slow boil right now and I had a really fun boss fight for first level. For some context the game was meant to be a solo with a Druid but I decided to give him a greedy rogue sidekick just in case the plot needed a quick pick me up “We need to run! No time to explain!” (he’s a new player he doesn’t always have an idea what he can or should do). Well starting off the campaign he began in a major desert city where he met his rogue and he ended up spending about 1 in game week as a level 1 adventurer where he used his Druidic powers to complete various odd jobs and talk to a variety of colorful npcs to help him figure out where exactly he was, during one of these odd jobs his sidekick noticed one of the street performers and over the course of the week started spending less time with the player so when the rogue decided not to help him find missing pets one afternoon he wasn’t too surprised. After completing another low XP sidequest the player decided to look for his sidekick, a search check (dc 1) later and he sees the rogue with the street performer from before and a man (her husband) arguing about something. As he approaches the man hits the performer knocking her to the ground and in an instant the rogue draws his dagger and lunges at him. “As your friend attacks this stranger the world slows to a stop, what do you do?” As a new player he seemed afraid of combat so I put him in a situation where he’d be forced to either learn how to fight or watch his favorite npc die. It wasn’t subtle in the least bit but it made a statement and it opened the doors for a lot of role playing in the aftermath of that bombshell he still defaults to talking to villains to see if they can be reasoned with but now he freely engages in combat when it’s appropriate rather than being dragged into it so I’d say I did my job.
@Glass5ystem
@Glass5ystem 6 лет назад
Good stuff, just started my first campaign so this is good timing for me lol thanks for the info!
@Taking20
@Taking20 6 лет назад
New DM in the HOUSE!
@prowrestlingwithjuce1324
@prowrestlingwithjuce1324 6 лет назад
This thumbnail grabbed me as soon as I came on RU-vid. This is a great video and completely true. Great topic especially for newer DMs.
@seankearney5472
@seankearney5472 6 лет назад
"This is my favourite meme" How do you do, fellow kids?
@revshad4226
@revshad4226 6 лет назад
Cody I have to say you have really improved as a content creator.
@jordancarlson9071
@jordancarlson9071 4 года назад
Hey! I don't feel like such a weirdo DM anymore! Nice! All the DM's I know are big game preppers, but I do nearly nothing each week and my players love it. My campaign is a homebrew, the Prophecy of Returning, in which all the possible BBEG's in the setting are vying to be the one who fulfills the Prophecy and Returns to conquer the land All I prep is the overall layout of the countries, cities, deities, geography, cultures, and the BBEG's. And the conflict between those entities. Oh, and a list of fantasy names in case I need to make it sound like I already prepared Duedard Fulgrove, Okki Topbottom, or Vendeli Jarnash (random NPCs) Then it's a sandbox, where my players get to do whatever they want. They know that things are happening in the world, so whenever they mess around, they are missing things they could have changed. Thus they tend to stay on track pretty well, and keep themselves in position to be impactful.
@halimlorette2742
@halimlorette2742 6 лет назад
Dungeons and villains drive the campaign. They have to be detailed. Towns, friendly NPCs, and just about everything else can be mostly improv. Especially if you have a book that's got premade NPCs. I have, like 4. Then, during the time between sessions you can add events and places (like holidays or interesting shops or landmarks or whatever) that you want to foreshadow and include. Think about random encounters if they are right for your story. If so, make some tables. Then, during the session, take good notes and build on whatever your players do. It's the only way I run a game. I can't run a module.
@abelsampaio389
@abelsampaio389 6 лет назад
I love your approach, it's pretty much how I prepare my games, except for one thing: Encounters. I'm sure that you, as a Roll20 user, can identify, but there's a lot of map prepping going on o roll20 that isn't required for presencial games. I've already improvised maps with the drawing tool, but I prefer to use some more elaborate maps and dynamic light them, and in order to do this, I need to plan encounters to specific places. At least I think so. Also, I like to plan my encounters through. Monster tactics, terrain, twists in the combat, making every combat more interesting. Do you not plan your encounters for your online games as well?
@KordTheDestroyer
@KordTheDestroyer 6 лет назад
I love your content Cody. Keep the videos coming. Thanks for what you do!
@jeffreyprivette6746
@jeffreyprivette6746 6 лет назад
"I ignore CR, because: 5th Edition."
@thundergaming155
@thundergaming155 6 лет назад
My fav dnd meme is rocks fall everyone dies.
@wshirleyx
@wshirleyx 5 лет назад
This helped a lot! About to DM for the first time and this gave me a lot of insight
@johnathanrhoades7751
@johnathanrhoades7751 5 лет назад
I hope you had a great time! Things that I have found invaluable: a list of random names, prewritten initiative list (a paper numbered 0 to 30 that I can quickly jot names next to. Quick initiative is critical for maintaining tension), prewritten generic stat blocks that you can paste onto various bad guys and flavor as needed (it's a vampire? Now the attack heals for a bit. Spider? Save against poison, etc.). It has saved me an immense amount of time not having to look up specific stats. NOTE: you do need a handle on the basic game mechanics for this to be "safe". You could kill your party, if you're not careful... anyway. I hope your dm'ing days are just starting :)
@aritonavar7981
@aritonavar7981 6 лет назад
This writing style is saving my hide. I had the concept to bring forth the eventuality of war for profit, and along the way, a few masks of the 8 Demon Lords were picked up, and I'm slowly tying that core theme back in. I love this writing style.
@BuddaOnDaRoll
@BuddaOnDaRoll 5 лет назад
Everyone is so concerned with their game being this living breathing sandbox world with free choice at every turn and all that stuff. Idk where people are getting this idea. If you look at any module there is only so much free will because the plot is clear, what you're doing is clear. Sometimes a the beginning you're told "you've been hired to investigate this place" or something. Tbh session 1 of my game i told my players outright "hey, i might railroad you guys a little bit just to get the main plot out there." and the answer unanimously was "Ok, no problem." I thought they were gonna hate me for that. Like, How dare i in this day an age create a story i wanted to tell and then have my friends play through it in creative ways. But they clearly didn't. They wanted to go on that journey with me. Session 1 went off great, they loved it, and now they've started their journey. They know the main plot, but i'm not giving them any strict time tables yet so they can do as they please along the way. Just, like, don't force people to do stuff too hard or too often and you're fine. Tbh one of the things i think a good DM can do is take a party that goes off the rails and is able to keep laying track in front that leads back to the main track without it feeling like a rail road.
@KevinVideo
@KevinVideo 5 лет назад
As much as I want to agree with this video, I can't. Not entirely. This is a mind set of "my players aren't completely dicks". The thought of giving players freedom is a double-edged sword. While it might be important, it's dangerous. Because they have the "freedom" to flip you the bird and do whatever they want. I've actually ran a campaign where all the players called bullshit on me because suddenly they're 15th level and the villain has arrived with, in their words, no fanfare, no build up, no plot hooks, no nothing. Yet for 15 straight levels, they have literally done everything to circumvent and ignore every plot hook, adventure hook, NPC story, etc. Just a bunch of "That's rough, buddy." and then moving on to explore the world. Why? Because that's how video games work and so should your campaign. Just because they leave the main story to do all the side quests so they can power through all the "boring stuff" later in video games, that's not how that works in an actual campaign. The best was when I told all four players the exact same background to the world, and I literally got the most bizarre and polar opposite builds imaginable. At no point would anyone believe these four purposely joined a group. Especially the introvert pacifist who ran just out for groceries when things went badly, and he just wanted to run home and hide. But, I could just be cursed with bad players. I think about all these things when you mentioned talking with other DMs who have issues with players not taking a bite of the hook they laid out. Sometimes the players just aren't interested. Even if you started in the port city, get ready to do a land campaign because that undersea one is going to be happening all on its own and perhaps by the time the PCs are level 10, the undersea world has already taken over the lands and enslaved the PCs. Which, they'll then call you names for being a terrible DM. Because they can't possibly be to blame for this. >_> Players and DMs alike have trouble checking their ego at the door. Overall, good video. A little long and long-winded. A few good tips that I'll keep, but likely won't ever have the chance to properly implement.
@earmite100
@earmite100 4 года назад
I wrote a an encounter outside the city, and invited players to shop on the way. 30 minute bargaining session with an ad-hoc credit/reputation system. Zombies attacked some villagers. Short combat followed by 30 minute debate on how bad a wound has to be to need amputation (via Eldritch Blast)
@evoxis1058
@evoxis1058 4 года назад
I literally only made this comment so I could take the 400th comment. Also I had a "oneshot" coming up tomorrow and when I explained the setting and story so I could work with my players to make their characters fit they decided it would be better as a full campaign... It doesn't help that this is my second ever game.. I'm usually a player..
@hippyman512
@hippyman512 6 лет назад
This is exactly how I run my games. Like, terrifyingly accurate lol. Great content as always!
@griffincrump5077
@griffincrump5077 5 лет назад
Could my theme be the setting itself? So I’m working on running a campaign within this mega city I’ve created known as Skyhold, the players are starting off within the city and because it’s magically floating 3 miles off the ground there’s no natural way for the campaign to leave it, past that I’m just going to try to sandbox it as much as I can. There’s around 150,000 residents in this 20 square mile city but I’ve subdivided it into these walled off wards to contain certain areas to make life easier for me. I’ve got numerous gangs, monsters and villains somewhat lined out but I’m leaving them vague until players show interest. The only specific plot I have planned is towards the end of the campaign a massive gold/silver dragon will attack the city in an attempt to kill the 9 wizards that keep it floating (the players realize that the skyfall this would cause would kill not only everyone in the city but likely destroy the world age of ultranationalist style as an extinction meteor) with the twist being that the 9 wizards are actually liches trapped in time and the dragon attacked because the spell trapping them in time has finally worn off and the dragon being a very ends justify the means creature decided a drestroyed world is better than one dominated by the undead (as he saw in the future that if they lived their power woulf be too great to stop)
@daveshif2514
@daveshif2514 4 года назад
sounds cool, id play that. i think you need to give yourself more credit, what you wrote has a lot of plot, not just a theme. actually, i don't detect many themes at all, just some fantasy theming and a floating city, and some urban themes. you can have more themes. generally, if you only have themes, and little plot, you have a sandbox. one great campaigns i ran was sandbox like that, the players built their own city, and explored a small portion of the world around them. that game took 2 years of weekly games
@reiman1308
@reiman1308 3 года назад
This is my exact DMing style. I love how my players creat the story themselves. It makes my job very easy and I get to play off what they did last game session. It's a win win for everyone!
@grindsaur
@grindsaur 6 лет назад
Very good advice, thanks! In fact, I just saved a link to this video in my "Links"-document, I'm going to have to come back a few times. I think this is going to re-align my current campaign prep-work. Awesome! Much of what you said here is echoed in Johnn Four's advice on "Loopy" Session Planning, as well as Shannon Applecline's old musings on Storytelling in RPGs over on RPG.net - sometimes you need to have a thing presented to you in multiple ways before you 'get' it. I think it's starting to gel for me ;)
@KuroiHametsu
@KuroiHametsu 6 лет назад
I just create the world and have basics for every area the players could go and play that out the players may or may not hit a set piece but they still progress. Living world is my DM style. My players can take unconventional paths but this way there is always something going on. Yes they could trigger multiple threads and maybe not.
@MOONSUN4Life
@MOONSUN4Life 6 лет назад
Great advice, especially the one about starting by focusing on the villain! The way you explained it made so much sense, it felt like a bit of an epiphany. I think this would be great advice as well for anybody trying to write a novel or any other type of story. Thank you for sharing that priceless tip!
@notsew008
@notsew008 6 лет назад
When i was a young DM I used to do WAY to many notes, that campaign failed. I had no ability to go away from my notes and improvise. SO, for my next campaign, I quite notes all together. The only things I wrote down were monster stats saves and stuff for them to fight. Campaign notes were all in my head. And, according to my group, I've become one of the best improvers in the group.
@wrennthewizard144
@wrennthewizard144 6 лет назад
Improvise? You mean that thing that you do when the evil personality of your bard with a multiple personality disorder in your planescape campaign makes a pact with the lady of pain and is tasked with something that is going to happen on a 1 out if 500? I am going to get a burn-out.
@philheaton1619
@philheaton1619 6 лет назад
One of the things I like to do to get an off the cuff campaign started is to use the Rumors at the Inn or tavern, Adventurer's Guild job board, Town crier, Info at the Thieves Guild or Temple or Wizard's Guild, etc, etc. I generate about half a dozen things to engage the party. As the campaign goes on I try to add one or more each session where it makes sense to do so. Adding and subtracting plot hooks keeps the campaign alive. For example, there have been some graves disturbed in a cemetery or cemeteries and the guards haven't been able to stop it. Rats are eating more of the city's food stocks than normal. The temple of XXX needs guards for the annual transport of the holy item for the reconsecration of a local church. I'm sure that any DM who is used to improvisation can come up with a bunch of these quickly. If not, think about various plot hooks and write them down. Don't worry about the party being able to handle all of these; you are building a campaign world. A first level party will not be able to kill the ancient red dragon that is terrorizing the western dukedom. That is okay because that might be available for them to take on when they have grown in power; for now it is background. Likewise, there will eventually be plot hooks that appear to be beneath them, and may in fact be. More history, although some of them could grow to become threats that could challenge the party. Some plot hooks will be one shots, if the party doesn't select that plot hook to check out, it will resolve itself and disappear - someone else handled it. Some of these will grow in importance if they don't do anything about them and at least provide a background story to the world they live in. Some of these could lead to a campaign that I have some ideas about how I want them to go. Depending on what the party does will determine the direction the campaign takes. In every case, they choose the direction and there are some "might have beens" in the background, things that may engage them after they have been allowed to fester when not properly handled; once they have grown into something that the party can take up after the first arc is finished, with their more capable characters. This can allow preparatory magic items and information to be given if I want them to take this arc on as their next quest, but it will still be their choice.
@melissawardjohns220
@melissawardjohns220 4 года назад
I'm a random dice table DM with improv.
@quinnlee-newbury9003
@quinnlee-newbury9003 6 лет назад
I used to try and plan out each session or quest a lot but eventually found it was easier, more fun, and just better in general when most was improvised. I definitely do an episode kinda thing. Practically each session in my current campaign has its own objective, while the overarching plot is going on. And especially recently each session has been related to the overarching plot while still being its own objective. Currently my pcs are trying to get together all their friend npcs to help them go on an excursion that will help them get a powerful artifact
@EasyEight3674
@EasyEight3674 6 лет назад
Love it, that's how I run my campaigns! The only suggestion I could make is that player action have consequences in the game world. When I sketch out the BigBad's plan or plot, it includes a list of things the BigBad will do to win. Let's say the BigBad wants to invade the player's kingdom, and first wants to destabilize the kingdom and get them off guard before the main strike. As the BigBad's plans launch and the players get involved, the players should start build a picture that something is happening. Each episode will continue on the main story arc, but if the players decide to go in a different direction -- the BigBad's plans still go forward. Here's a for instance. The players encounter Orc Scouts someplace unexpected, maybe near a "safe" village, some of the scouts escape. The players decide not to follow-up on where the scouts came from because they get distracted by another plot or self directed idea. That doesn't mean the BigBad stops, they go ahead with the plan and the players hear the village was attacked and burned by Orcs. Consequences.
@Chef-Jitsu
@Chef-Jitsu 6 лет назад
I have a question. I am about to run my second game on Roll20. I have plotted out a few adventures that can link in any direction they take. They can choose from 3 starting points, then the other adventures can link in some way. It appears they are having control but it is actually more of a flexible railroad. My question is what if they just don't bite and go way off the rails. They love the maps and I am not sure I can hold them with the theater of the mind. Do you have a trick you use for maps or should I just go for the theater of the mind and hope for the best? Thanks for anyone who has some advice!
@Lomhow
@Lomhow 6 лет назад
I feel you, I'm in the same boat with Roll20 and players who like maps. I'd recommend making some super simple maps, maybe ones where the backgrounds are predrawn cities Dock Scene by ProBono is a good example. Always have a generic grass map for encounters the players wanted but you weren't anticipating, if you need buildings use the draw tool. Having a spare character premade with some simple stats put in, so that way if the players decide to fight the homeless dude, you have the attack "Punch" already made I've had players take the campaign off the rails a lot, the best you can do is roll with the punches. Punishing players should be the last thing you ever do. It should be reserved for REALLY bad decisions they made, like punching a God because they "didn't like the way he looked at them" Best of luck bro
@Chef-Jitsu
@Chef-Jitsu 6 лет назад
lomhow1234 Grate advice! I appreciate it. I will do just that. I have a ton of maps I found on the Battle Map Reddit I can use. I have also bought a couple Quick Encounter packs from the Roll20 store. Thanks again! GG!
@crossguard263
@crossguard263 6 лет назад
I'm surprised how close this is to my own style. I started my campaign with intimate knowledge of my villain and a general idea of where his plot was going. I had a large supporting cast of characters I've built up over the years ready to go with issues and problems. In session 1, I introduced the party to the theme of the campaign, which has started to really echo as of late. For my planning, I normally jot down a few important details that I need to communicate with the players, laid a out the specifics of a few encounters, but little more. I never make details for more than 2 sessions in advance, since most of the time it is wasted. Overall, it works great. I highly recommend this to any DM out there.
@Cellidor
@Cellidor 4 года назад
This goes double if you have a D&D group in which people, due to scheduling or otherwise, are going to be flaky on when they show up or not. If you know that's going to be the case, don't make large plot hooks that _require_ certain characters to be around.
@FrejthKing
@FrejthKing 5 лет назад
Thats just a funny picture. A meme has many evolutions of it and has spread to some extent.
@rafaelsi7491
@rafaelsi7491 6 лет назад
I don't want to say how they meet that NPC. But I do need a note on how many houses. NPCs and all that thing is there.
@natezadoc4427
@natezadoc4427 6 лет назад
Dude I was thinking (just like supernatural) and then you said it😖👌
@b_hollow_
@b_hollow_ 6 лет назад
Nate Zadoc when I watch supernatural, all I think about is d&d
@1kylerstern
@1kylerstern 6 лет назад
Hey from the UK! It's going to be my first time DM-ing soon and I'm not brill at improvising, so this has helped a load. My story that I have created plays like a Fighting Fantasy book, but with several options that all link up to my main scenario and room for improv. All side quests affect the main quest in ways of item drops and info on the bosses and their weaknesses. Also have mini-games in taverns like Liar's Dice or a drinking contest that my players are able to do in reality. Is this a good starter in your opinion?
@Lomhow
@Lomhow 6 лет назад
Pretty cool setup Karl, I should warn you that having players grind for items and including mini-games might mess with the flow of the campaign. But I could be wrong and you could pull it off. Best of luck man!
@linklannister
@linklannister 6 лет назад
some techniques: 1: having a list of 10 names per race, 5 male names and 5 female names in case of needeing it will appear to be preparated npc without being it so, also a table made by my own with 100 unique characteristic for a random npc (it may be a physical or a personality characteristic) 2: have the big bad final boss in mind, he is doing something everytime, i dont always know what is doing, but he or she is certanly doing something, so the players may find out what is the main villain doing 3: listen player's conclusions and pick the most intresting one if i got caught out of guard, they even may make the whole campaing for me and say "it was a great campaing we liked everything about it" and belive me, it was a real story
@AndrusPr8
@AndrusPr8 4 года назад
As a challenge for myslef, and taking advantage of roll20 for creating cool maps, I choose to base a campaign (or at least a series of one shots) totally on random encounters. In the town "Notofinterest" people have been finding creatures in the weirdest of places. So far, nothing to be worried about: bunnies swimming in the middle of lakes, tiny feys materializing on mountain tops, but lately more dangerous stuff has been showing up. Some people blame it on a Sorcerer that has moved recently in a nearby falls, other talks about a deep hole that takes to the very center that separate the planes, other claim it is a ancient dragon spirit causing illusions to scare the people. The only certain thing, is that you can't be certain what will cross your path...
@theDMLair
@theDMLair 6 лет назад
It's interesting that a DM wouldn't introduce the hook right out of the gate. It just seems so natural after prepping a campaign and adventure to let the players know what the game is all about. 😂 FWIW, I prefer to do more rather than less prep work for my games (my notes resemble the draft of a published module). However, there is great freedom -- and less work! -- involved in the super low prep method discussed here, for sure. 😀
@thomasborders6882
@thomasborders6882 6 лет назад
No doubt. I have definitely taken that approach before!
@TrickyTrickyFox
@TrickyTrickyFox 6 лет назад
Well, I use different type of "hook" - I give 3-4 situations to the players and kinda... watch their approach. Will they talk it out? Will they attack? Will they betray? Will they go there, where there is more likely for treasure to be found? Or maybe they will go into direciton, where it's most promise of good fight? Basically, session 1 - is the tryout. I create the setting, I just don't put any "villains" there just yet and give myself some time to see, what is actually interesting to the group. From there - story starts, like a "choose your own adventure" style. They went with helping the merchant travel safely to the next town? Great, then I will make sure to give them more apportunity for that. Maybe he robbed him? Great, I can start a season 1, where they create a band of bandits and be chased by local village guards, so their APL1S1 villain will be Guard Captain of Greatshitemier, doesn't matter. From that, I start trowing info about other meta-plots going on in the world (undead patrols, if some ancient evil became alive again), military envoys, maybe wounded soldiers as random encounter and so on. Usually 1-2-3 sessions give me a clear idea, which side of the world the party wants to be involved. From there on - main bad of "season 1" comes into play and I start planning out episodes, like "players are here, what does my season bad want there?". As soon as you have a main bad of the season, you have his current goal and you kinda know, what approach your players prefer - you have all of your cards set for a great adventure, that they themselves chose and didn't even understand that in the end thinking, that you actually prepared something fun for them in advance, since you luckily guessed what they were looking for in this game, even if it contridicts discussion during session 0.
@TrickyTrickyFox
@TrickyTrickyFox 6 лет назад
To give an example, right now we have started a new campaing. The players started by arriving to a cursed village. They know, that one of the mercs is here and people are cursed. There is also a rumor of a travelling trader being in this location. So, they went to the merc. Naturally, he offered a mission, since he is alone and is currently busy investigating the curse. They took it, went to do it, encountered kobolds. They were curious, WHY kobolds were out here, so they naturally asked and hey, this is how kobolds became a viable part of the campaing. Regardless, the merc, after retrievning their bounty asked, if they wanted any other mission they can help him out with. Players refused, however he left a tracking device (a portable mail ring) to the party in case they would want a mission. No intrest in trader - trader went on with his life and went onwards to the city nearby. The players started messing around with townsfolk, so naturally - they got a taste of the curse in there (every in-game day they spend there they lose 50 exp). Naturally, it made the players want to investigate. They went to the major of the village, though nothing was there, a ruined fort. They got curious, asked locals about it. Basically, this is how the undead was introduced - they put a trap near the mailbox, where to the tavern owner walks every week to get new orders. They managed to catch a skeleton leg. The players - skipped a huge part of the "season 1" story by going directly into the dungeon and after a long battle instead of killing the undead major - they managed to break his purple crystal. That lifted the curse and all of the skeletons + major vanished, leaving a huge light coming out of the broken crystal. One of the players took a piece of shattered crystal (hey, a tracking device, great, now I can use this "major" as a reacurring villain, since he can sence where the piece of his old crystal is) and took all of the glory for lifting the curse, when the party arrived (because lols). Now, that was the end of season 1. Only 4 sessions, however now: 1) They have an undead villain, whom they themselves "released" onto the world 2) They have an idea, that there are merc organisations and one of the merc of this organisation - is currently ONE of the villains they are onto 3) They have a place, that became a subject of political issues between humans and dwarves, since now the curse is lifted and both factions have interest in this territory, since it's right between the two 4) They also had no idea, what to do next, so they went to the dwarven city in hopes of getting new job (yes, they completely ignored the ring they had, which made me MAKE it a tracking device, which resulted in kidnapping of a friendly blacksmith of theirs) In season 2, now they have currently: 1) Plot of craftsman and traders being kidnapped (one of them being a friendly npc), that is done by the very organisation they helped to capture one of the rogue engineers as their first mission 2) Plot of undead becoming a threat and as soon as they would leave the town - they will be located by said undead due to crystal piece 3) Because they now created a political conflict - a possibility of war 4) Upcoming kobold-dwarf war 5) Upcoming human-dwarf war 6) A quarrel they are aware of in the lands of said dwarves, since of the missions they have taken - is an interest of rival factions in those lands 7) And they are aware, that a religious group has them on their watch, since they skipped that part of the story and the cultists managed to complete the thing they were doing and now are looking for possible allies to start it in motion A lot of options - yes, more is coming - obviously, is interesting for me - sure as hell :D
@theDMLair
@theDMLair 6 лет назад
Evil toaster of pure EVIL That's awesome! Offering several hooks out of the gate amd then seeing which the players go after is a great idea. I'm sure it makes the players feel more like the game is customized for them. 👊
@TrickyTrickyFox
@TrickyTrickyFox 6 лет назад
It's a double-edged blade tho, since more "veteran" players, that are also inexperienced or are accustomed to different types of GM - are constantly unaware, which of those is the main mission. I tried explaining them, that I'm having more "bethesda" approach, that gives them more of a sandbox reactionary experience, not a streamlined one, but yeah, that's sometimes difficult, since a lot of GM's like to "play it safe" with one villain, one goal, maybe some side-stories here and there. So yeah, I will probably "self-result" most of the ongoing plots in the end, even though that makes me kinda sad :D.
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