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I'm so jealous of your gay elf murder bachelorette campaign that I now desperately want my own. Any recommendations on how to find people to play D&D with? I have several friends who are interested, but none of us have any questions experience (between my secondhand experience of reading about your adventures) so we don't know how to get started
oh gods so apparently I have A Lot Of Opinions and it got really long, so under the cut, also thank you for reminding me that I should probably properly type up the finale of Gay Murder Elf Bachelorette Campaign Book 1 because it was freaking epic and this is the one campaign that I can properly rant about on tumblr without worrying about spoilers
(Iâm in three campaigns right now) (by complete accident) (on the one hand itâs a bad life decision in that I have zero free time anyways with grad school, but on the other hand it has become my sole social interaction with anyone ever and also coping mechanism for the stress and one good thing I do for me and, like, theyâre not all weekly campaigns, so hours-per-week Iâm devoting isnât ridiculous) (and I miss my friends and itâs re-connected me with them and also has introduced me to upperclassmen in the department) (but sometimes there are character secrets and people who potentially follow me on tumblr so I canât post the super long dramatic things about a character that I really want to)
OKAY SO HOW TO GET INTO PLAYING
I will be real, the three campaigns that I am in right now are the first time Iâve played DnD for anything that lasted longer than a week and a half at a summer camp type deal, like, arguably, this is my real first time playing DnDâŠ.ever. That being said, Iâve worked at gay theater camp forâŠ.six years now? And they do super intense super in-character LARPing that is far more roleplaying-heavy than mechanics heavy and has trained me to both have very good story instincts of, like, âthis is how you make decisions that both fit with your character and support the narrative instead of oppose it, and either do not tear the party apart, or tear the party apart but for a very good and fitting narrative reason (i.e. if thereâs going to be strife, make it mean something)â and in my opinion it is when you bring those sorts of instincts to a DnD game that you get the most satisfying story out of it. Character creation, team cohesion, and story and world development are all things that I do feel super comfortable speaking about because that is my literal jam outside of my math jam which is paying for me to be alive and stuff. So here we go.
There are a couple of questions that you need to immediately answer, the first being, âdo you want to play Dungeons and Dragons, or do you want to start with a mechanically less complicated system?â Because there are a lot of pretty good systems out there that are high fantasy even (i.e. Dungeon World) that are a lot more streamlined in terms of âyou donât need to be as familiar with a set of rules in order to play.â That being said, Dungeons and Dragons is classic and is fantastic and I freaking adore it. (I will be completely honest, the only other two systems I know right now are Dungeon World, which is fantasy, and Mech Noir, which holy shit you are playing noir style detectives except in a SCI FI SETTING WHERE YOU PILOT MECHAS and the entire game system is around applying âadjectivesâ to people like, if you successfully roll against an enemy, you get to pick any adjective you can think of ever from âgrappledâ to âtrustingâ to âconfusedâ to âlocatedâ and it just makes for such interesting storytelling)
which vaguely brings me to my first piece of real advice: you learn how to play best by witnessing playing happening. if you are a podcast person, I highly recommend either The Adventure Zone or Friends At The Table (or, honestly, if you have the time, both). The Adventure Zone plays DnD, 5th Edition, and it is a super quality family who are goofing off and having fun together and then the plot that arises is like âoh shit I am crying about a wizard named Taako, pronounced taco, how did this happen to meâ and itâs great. The Adventure Zone is 100% the reason why I reached out to friends and was like âyoooo is anyone starting a campaign because TAZ has made me want to play again.â Friends at the Table starts with Dungeon World and it is some of the best storytelling and worldbuilding Iâve ever heard? And you will learn so much about how to set things up and go with the flow and the DM talks a lot about his process as offhand comments and you will learn so much. Iâve heard good things about Critical Role, but havenât listened myself. But get out there, listen, and then donât be afraid of copying things that you admire. Best way to learn.
If youâre going with Dungeons and Dragons, start with 5th Edition. 0th, 1st, and 2nd are all ridiculously unbalanced, 3 is âactually everyone uses 3.5,â or a combo 3.5/Pathfinder. While 3.5/Pathfinder is a great system and is what weâre playing both in gay murder elf bachelorette campaign and in the math grad departmental campaign, and was the game that I learned on, 5e is a lot more streamlined and theyâre arenât super picky exact rules for every tiny thing you could think of doing, which means you donât need to be familiar with a vast system full of loopholes and counters and counter-counters to know how to effectively play the game. we donât talk about 4th edition
Decide who is going to be the DM. There are sometimes comic stores thatâll run weekly or biweekly or monthly games of DnD, but those are almost definitely going to be less story-based and usually are one-shots? And if youâve got a good group of friends, I recommend just playing with them and not trying to find an external group that you donât know. Iâm vaguely assuming that youâre volunteering to be DM because youâre asking? But if thereâs someone in your group of friends who likes writing things or likes managing things or is interested, or if people want to take turns trying stuff out, go for that. The department group rotates DMs (and rotates games) just based on who has something written that theyâre excited to try out.
You also might want to ask around to see if there are any people that you vaguely know, or that are friends of friends, who play. Youâd be surprised how many people do. Iâve also seen blogs on tumblr sometimes going âhey, Iâm running a Skype campaign and I need two or three more players, if people are interested fill out this survey and then depending mostly on times people are free but also what you say about what youâre looking for from a game Iâll pick the players?â or if yâall are in college there is almost always a DnD club somewhere, hidden semi-secret on campus, on the register to get club funding but under the radar because nerds. But you and your friends who are semi-interested will work just fine, as long as semi-interested means theyâre actually willing to commit for a bit. So how do you get started?
Get the Playerâs Handbook, and the Dungeon Masterâs Guide, and read them cover to cover. If youâre playing and not DMing, eh, skip this step, and have the DM do it instead, but the Dungeon Masterâs Guide especially will walk you through how to set up things mechanically very well and if youâre going in blind it will be good to have gone through and read it all once. Iâve read the 3.5 DMG cover to cover several times, havenât read 5e yet, I know that I didnât like their storytelling tips, but read through it once to get an idea of what mechanics might look like, it gives very good starting mechanical advice.
1. Speed and smoothness of playing are important, which means that sometimes, if you donât know a rule, you want to make something up on the fly and deliver it with a completely straight face. Everybody does homebrew. Rules are great because they keep things from devolving into chaos and they can settle disputes, but also, sometimes youâve just got to make a call, and if you make it while looking like you know what youâre doing, everyone will believe you. Similarly, donât make the same rolls, or the same number of rolls, for NPC characters as you would for PCs. For example, in gay murder elf bachelorette campaign, when Iria was both directing a full assault on a hobgoblin fortress as well as had put herself on the special strike team that was going to sneak in and open the portcullis, the DM made ~one or two rolls~ to see how successful the Caedic units were at each of the points of Iriaâs plan, instead of rolling a full battle between ~40 hobgoblins and ~80 elves. screentime is important; if youâre spending too much time on not-the-players, it gets boring for the players, so roll enough dice to decide whatâs going on with a tad bit of luck and so it seems like other characters have rules that they have to follow, but you donât have to let the rules dictate every single thing that happens in-world. you dictate that.
2. Character creation is how you set yourself up for success. Do not underestimate the importance of party dynamics. You donât all have to be playing best friends or even people who get alongâin Spelljammer, Marian and Djin had the character backstory of âten years ago we were captain and co-captain of a vessel and for Reasons got into a huge fight over nothing and split and Marian took half the ship with her and she thought sheâd never see him again but now oops theyâve both ended up jobless on the same station and Marian was already pooling as many resources as she could to try to put together a new ship and Djin arrived a couple months into this and needed the work so joined this ragtag democratic crew, but thereâs a shit ton of tension.â This worked because we were snippy to each other in dialogue, when push came to shove, Marian is professional enough such that her whole deal is putting personal feelings aside always no matter what, and Djin takes the passive in passive-aggressive super seriously, so it never meant that the party was sitting around arguing for hours or refusing to cooperate. Meanwhile, Iâve seen and heard of campaigns falling apart because âthere are two thieves and one really wants to get to do all the sneaking so they argue all the time over who gets to do cool stuffâ or âthe evil fighter literally just wants to murder everyone which means everyone else canât get stuff done.â You can have intra-party strife and have it be interesting, but only if players are doing it cooperatively instead of being at each otherâs throats irl. Rule of thumb: if the party dynamics are frustrating the other players, you are doing something wrong.
2.5 That being said, if a party starts to develop into bad dynamics, it is fixable without betraying character! For example, in the department campaign, Iâve been playing a super sheltered youngest child elf wizard from a super established Elvin wizard family (of, like, oh the arcanic postlines that let mail be sent around the continent? Grandpa came up with that theory. Schools of magic identified and classified originally? That was the Maewels) so Seraph is a tad bit privileged and a tad bit sheltered and is uppity sometimes. There was a fighter in the party who liked his alcohol, once missed a huge battle that the rest of us had to cover for him because heâd seduced two women at the inn we were hanging out at before the town was attacked, and typically did things like walk around in the morning with no pants on. And he proceeded to interpret Seraphâs increasing shock and disdain for him (or rather specifically, how upset she was the first time she saw him pantless) as âyeah all women go for me.â The party was vaguely splitting into âSeraphâs side and Silasâs sideâ so I decided to aggressively interpret one of the battles we went through together as a bonding experience and lo and behold Seraphâs feelings started to change over the next couple of weeks to âyou might be an inconsiderate asshole but youâre OUR inconsiderate asshole so only we are allowed to rag on youâ and she became one of his biggest supporters esp when they got to his hometown. All you really need is one super solid, proactive player in a party to make sure that things are resolved in a solid manner, so if youâre not the one DMing? Be that player.
2.75 Okay but if youâre DMing, have the conversation with your players as theyâre designing their characters about point (2) because good party dynamics are easiest when you get it from the start.
3. Design encounters around the party. You donât need a traditional setup of âa tank, a mage, a healer, and a thiefâ to have an effective and fun party. Maybe everyone wants to play a thief, great, design the scenario to be âyou have all been contracted by the thievesâ guild to sneak into this party and assassinate this noble, you have three days to prepare and these resources, make a planâ instead of âthis is a traditional dungeon crawl where you are fighting big scary monsters despite the fact that none of you are melee fighters.â Similarly, figure out what sort of stories and settings and aesthetics your players are interested in, and then play that game.
4. Make it personal. Ask people about their backstory and then incorporate stuff in. Notice what they become invested in and adjust your plans to include more of that. Give characters individual arcs that fit vaguely into the overall story, but also that they are the semi-protagonist of. Right now in Spelljammer, weâre all dealing with âso there are weird tears in the universe that Password, this Extinct AI we found and befriended, says are reminiscent of literally the entire universe ripping apart at the seams and are possibly why the Extinct went extinct, oh and some random lady gave us this artifact called the Eye and told us to hide it from the Blind King? And now his servants are hunting us? We are literally scav elves this is so above our pay grade.â Except going on as subplots, Algol is being hunted down by this evil overseer of whatever place in Echoside he originally escaped from, Leif got a stone that gives her prophetic dreams, Kimi has been super close to Password and Leif dreamed about them stitching the universe together, and Marian is dealing with an "oh shit Iâve accidentally adopted these three kids even though I donât do personalâ along with âoh god have I literally become the captain of this ship because I AM THE ONLY ADULT LEFTâ along with some old friends from her past trying to reconnect just after we got a prophecy about how the last thing the Blind King would send to steal the Eye was someone we loved turned against us. So yeah, sure, there are big Adventure Plotlines going down that involve the entire party, but weâre not doing things just to do them, everyone is personally invested in this for their own reasons. So when you plan a big adventure, both plan places where individual party members get to start both for who they are and what they can do, as well as along the way keep an eye out for things that you can tie in for them.
5. Consequences matter. And not just stuff like âIria got stabbed really bad first session and nearly died, now every time she goes into rage at the end needs to roll a fortitude save to not fall unconscious, and whenever she rolls a one same deal.â But also consequences like âyou were really rude to this person and now they donât like you and they are friends with the owner of the apothecary, who now also doesnât like you and marks up prices behind your backâ or "you let one of the patrol escape and now the whole army knows that youâre comingâ or âyou saved this kidâs life even though you were in enemy territory and now five years later he recognizes you even though youâve been captured and is making sure that the party is taken prisoner instead of killed.â Make NPCs (non-player characters, ie characters the DM controls) recurring characters instead of people that you meet once, and have the way that the NPCs feel and then interact with the players change based on how prior interactions go. Have them care about things and have them remember. It makes the world feel a lot more real.
6. Preparing for a session goes petty much "how much do you like improvâ. If youâre chill improvising, you want written down the stats of the monsters/enemies your players are potentially going to encounter, and probably a vague idea of goals, and then just play it by ear. Jeremy (the person running gay murder elf bachelorette and spelljammer) has I think at this point 13 âBooksâ written for gay murder elf bachelorette campaign, will write long descriptions of characters, settings, has maps drawn, has customized his own random encounter tables, has made his own homebrew system for how spaceship mechanics works specifically so that we could better piece together our spaceship with fantasy duct tape during the Death Races, and overplans every last detail all the way down to âhas different musical themes that heâll swap out and play at different times.â like, Iria has a Trauma theme that is played every time her wound starts acting up. He has collected music for books in advance. He has multiple different theme songs for each of the players in spelljammer. He writes notes about what NPCs are thinking so that he can reference it later. But thatâs because he knows that he prefers the things he comes up with when he has time to plan things out, instead of when heâs surprised. He knows his own storytelling style. âeh, an outline and some monster statsâ would not work for him the same way that Iâve seen it work for other people. You donât have to put a ridiculous amount of prep work and writing time into being a DM, you need to figure out how much prepared material you need to run something comfortably, and then prepare that much.
6.5 Understand no matter what you plan, bits and pieces will probably be derailed, and be okay with that. Nothing is more upsetting than when a DM does not respect player autonomy and invalidates the clever things they think of, because it goes against their own plans. I think being a DM/running a story is sort of halfway âyouâre writing a novelâ and halfway âoh shit except this time the characters ACTUALLY have minds of their ownâ and striking a balance instead of dominating the narrative makes it fun. Also, it means you can throw in problems that you have no solutions for. During the Death Races in spelljammer, our battery started running out of plasma, which meant that the pressurization was getting all wonky, Leif immediately goes over and says âI have a spell called Reduce Object, can I cast it on the internal casing to try to up the pressure of what little plasma we have leftâ and Jeremy goes âuummmm sure if Kimi is over there to help you rewire the rest of the battery on the fly because you are SHRINKING HALF OF ITS PARTSâ and then that held for three minutes until oh shit it was still low on plasma and Marian ran over and went âwait a second guys I have a Flaming Sphere spell except Jeremy, Jeeeeremy, Iâm technically a plasma variety of Light Cleric, my ~god~ that ~gives me my divine magic~ is the collective of star dryads which live in balls of plasma, weâve established prior in this setting that some of my fire spells are actually plasma spells, not fire, Jeeeeeremly can shove my hand into the empty battery casing and cast a flaming, 10-foot in diameter ball of plasma to try to give us a fuel boostâ and Jeremy went âokay fuck it, stick your hand in the battery and cast a flaming sphere of plasma to give the ship a fuel boost, Leif, make another concentration check to hold the pressure.â and it did and we won the race the end weâre the coolest space elves ever. moral of the story: your players will come up with clever things. Sometimes clever things that mess up your plans. Let it happen, itâs more fun that way.
(Iris has come up with a truly heinous but potentially really effective military tactic that gay murder elf bachelorette campaign is actually a bit more delicate because itâs set in a larger world that Jeremy is running multiple other campaigns in and Iâm still not sure if Iria is legit going to be a villain that I face off as a good PC one day, or if sheâs a historical figure, or even whether or not this campaign is set in the past, but either way the history of this world matters? and the idea that I came up with has the potential to re-shape history? and I told it to Jeremy and he was quiet for a very long time and then thanked me for telling him and so Iria told Talvus in-character and weâre going to see whether or not in a couple of books this ends up changing the entire history of the world that he runs multiple campaigns in or something drastic like that, but hey, player wants to do something you havenât thought of, âI didnât think of thatâ is not a good enough reason to not let them do it.)
7. Decide if you want to write your own adventure, buy/find online a pre-written one, or vaguely do something in the middle. If youâre going for something pre-written, edits bits and pieces as you go to personalize it to your characters. I have a friend who just wrote and published something for DnD 2nd Edition? And it looks great? http://www.drivethrurpg.com/product/229248/War-Wizards-of-the-Wasteland Even if you donât play a pre-written adventure, reading a bunch of them will give you an idea of what preparing for sessions is like and what sort of information you should have on hand.
8. Donât be afraid to make up home-brew mechanics, either for the whole party or for an individual player. Jeremy ran a vignette session called âFlight of the Kalla Tukalâ in which we were playing a trio of orcs that had fallen through a tear in space and had just managed to get back and were searching for our tribe, which left without us. Except in his setting, orcs are a super psionic almost hivemind race? You meet orcs outside of radiation space sometimes, but theyâre usually Not Coping Very Well with the fact that theyâve been cut off from their community. But the Kalla Tukal were still all linked together so we werenât all going mad. then the other part of being psychic orcs meant that we could at any point attempt to do telekinesis or mind-control something, and the way that it was determined whether or not that worked is roll a d20, except weâre not trying to get 20, weâre trying to roll as close to each other in number as possible. There was one dramatic moment when two of us rolled 4âs or something and it was a critical success. but it was so cool to have that weird drift-comparability mechanic, and, like, the more people in our group that wanted to contribute, the more likely two people were to roll the same number. it was just?????? so cool??????? so if you want your party to all be psychically connected and be able to throw stuff with their minds I totally recommend that.
on a more personal/one-player level, in the department campaign, it has developed that Seraph really wants to be a research wizard like her family before her, and so the DM and I had a long conversation about the topics that she would want to research and a particular narrative impetus for her to start researching, and he came up with five or six new spells that Seraph will be able to invent over the course of the campaign, except because itâs experimental magic itâs going to start out with a 40% partial-to-total failure rate that will go down the more she tries to cast the spells, because hey, sheâs working out the kinks. to me, itâs more than âoh this is a cool new mechanic,â itâs the DM cared enough to take the time to work with me and put what I thought was interesting into the campaign. and you have a lot of room to do that by adding your own rules and conventions and what-not. donât be afraid to experiment, see what works, and then keep those mechanics around.
9. Start small. Donât try to start with a whole huge epic campaign, you want to start by running a bunch of mini-arcs in different settings so that you get a feel for how to play and how to run things. This also gives you a chance to figure out how your group of friends plays, who is going to be the person that gives you the most scheduling problems, some of them might like the fighting parts more than the âcome up with clever plansâ or âinteract with NPCsâ parts, and this will give you an idea of who you actually want in a long-term campaign. Because long-term campaigns go on for years. Like, gay murder elf bachelorette is probably going to be a year and a half if Jeremy and I keep going at this pace? and thatâs vaguely on the short side for something that Jeremy runs. A proper full epic campaign can be a huge time commitment, so start out with mini-arcs just to have fun and get used to stuff and because that is something that people will actually be able to commit time to.
I interrupt this long list of advice for another list of advice of potential ideas for miniature campaigns you could run for your friends. or one of your friends could run, if theyâre interested in DMing:
COOL IDEAS FOR ONE-TO-FOUR SESSION MINI-CAMPAIGNS THAT I CAME UP WITH RIGHT NOW OR STOLE FROM FRIENDS WHO CAME UP WITH SUPER COOL THINGS
 âas mentioned in a previous bullet point, âyouâre a group of thieves planning an assassination. this is how much money you have. each of your characters has one character connection in the city who can help you get items or forge a document etc etc. this is what the castle looks like. this is what youâve figured out about guard shifts and security for the party. you have a week to plan. goâ and then, like. somebody wants to try to pretend to be a noble to get in? fantastic. someone wants to try to seduce a guard? fantastic. sneaking in the traditional way? fantastic. all three at the same time. faaaantastic. itâs fun, itâs short, the way that you would prepare this is you would think about guards, defenses, patrols, maybe some of the nobles at the party are trained in magic or have weird special teams of guards and maybe have agendas of their own, and then what the actual ball itself would look like and maybe make a castle map, but the fun part of this scenario is the players get to be as creative as possible and I guarantee they will think of the coolest things and then you get to figure out how to react to those things in interesting ways to figure out whether or not they work.
 âokay this is a one-shot I have only heard legends about but everyone was playing a rock band of monsters who were about to give a super huge concert in monster city and I think someone had stolen a drum set or a guitar or something and they were trying to dodge paparazzi and get their instruments back but it was also ridiculous sex drugs rock & roll culture and a comedy one-shot that apparently was the coolest thing in the world, but you canât go wrong if you start with âcrazy monster rock band superstarsâ. during the sequel they went on tour to the human lands and I think wrecked a couple of cities.
 âthis one is stolen from TAZ but fantasy WWE, the intro plot setup that is exposition in the first 10 minutes was âa friend of yours who is a famous wrestler just had her partner assassinated before the biggest match of the year, one of you has been asked to fill in for the match, another as the manager, and then the rest of you are trying to solve this murder mystery super quick because your friend is worried sheâs the next targetâ
  âhonestly any sort of âhuge gladiator/fighting tournament but thereâs drama and foul play going down behind the scenesâ makes for a really good short arc. thereâs a game that actually Jeremy invented that is played irl at gay theater camp called âbloodrushâ which is such a ridiculous game, itâsâŠ.vaguely fantasy football except everyone also has daggers and swords and stuff and you are allowed to stab members of the other team but only when theyâre holding the ball, although cheating is basically a requirement when the refsâ backs are turned, oh, by the way, the refs are vampires. there have been cases at camp where teams waiting in the bleachers for the next match enemy teams have crept up behind them and slit all their throats with foam daggers while the refs were watching the game, or poisonings, or just. anything you can think of, itâs gone down. my little brother once jumped on the biggest baddest counselorâs back, stabbed him in the shoulder, snatched the ball from him, did a front roll, and ran off, and scored a goal and that is one of his proudest moments of his life to this day, basically what Iâm saying is you canât go wrong with âbloodrush tournamentâ or whatever your own crazy fantasy sportsball game you want to make up and play.
  ââwe are a bunch of archeologists who have a little bit of combat or magic training but not too much because mostly weâre archeologists and someone poked a button in a pyramid and oh god weâve accidentally summoned an ancient race on monsters that feed on human souls, which also apparently thereâs a secret military conspiracy that has been watching this site to try to stop these monsters and have come here to contain them but oops also are ready to murder ALL OF US because WE have human souls, now weâre trying to run and hide from both groups and figure out if we can find anything to banish the monsters againâ (this is 100% stolen from a LARP written by a friend of mine) (Iâm pretty sure same one who wrote the monster band one-shot, actually) (theyâre a really good writer, okay)
  âPRISON ESCAPE. Think Guardians of the Galaxy 1. You canât go wrong with a prison break game. character design will be so fun. I swear I thought of stuff like this separate from Jeremy. Jeremyâs writing a prison break game and has promised that I get to play Captain Jennijack, a genderfluid space pirate who totally woke up in this prison a week or so ago and doesnât for the life of them know why they are here, there are, like, eight or ten possible things they could think of but theyâre not sure which one theyâve technically been convicted of, and I am holding him to that.
  âHonestly, you have a book that you like? A movie? A TV show? One that you havenât convinced your friends to watch yet? (or one that you have and they will recognize halfway through.) STEAL THAT, write and run a fanfiction game, itâll be fun.
ADVICE PART 2: PREPARING FOR A LONGER CAMPAIGN ONCE YOUâRE COMFORTABLE DMING AND HAVE FIGURED OUT THE GROUP OF PEOPLE THAT HAVE GOOD CHEMISTRY AND DYNAMICS AND WANT TO STICK AROUND. Iâm assuming you want advice for getting something vaguely like gay murder elf bachelorette to run, so Iâm going to talk about broad story-based things that I think are important for setting up good stories?
10. Scheduling is key and what is most likely to mess you up. Pick your players carefully, pick people who are invested and who will turn up. If there are people who didnât get along during your mini arcs, or who just had very different expectations of what the game should be like re fighting/mechanics and roleplaying balance, donât put them in the same party. Picking a party isnât about picking your friends, itâs about picking people who work well together as players, and whose playing style matches your storytelling style. Youâre better off with less people but who are super quality players and share a vision with you and get along, than letting someone into the game thatâs going to mess stuff up for everyone because of outside-of-game social politics. Itâs just not worth it. Not when this might go on for years.
11. Thereâs something really powerful about a story that isnât about the Chosen Ones, but instead youâre just a group of people who were at the wrong place at the wrong time and now oh shit itâs on you to save the world. Epic campaigns generally become epic, like, you invest that much time and energy into something and by the finale you usually are saving the universe, but be willing to start out not special. Let specialness develop.
11.5 There is also something really powerful about there sometimes being problems that magic canât fix. Or that just arenât fixable. If you havenât read the Young Wizards series go read it and cry.
12. Write in arcs. This goes along very well with starting small, but have there be different parts of the campaign that are semi self-contained as you slowly build up to something bigger, this is also where you start dropping in personal arcs. Arcs also allow you to change up the feel of the game and keep things interesting and keep people on their toes. The Adventure Zone does maybe the best example of how to have self-contained plot-driven arcs that build to something eventually cohesive, all arcs with their own unique setup and flavor. (The Adventure Zone: Balance is a really great game and I really do advise you listen to it, itâs ~70 episodes but it will get you used to the mechanics of 5e, and holy fuck is it a story.)
13. Donât be afraid to steal plot points from your favorite things. Hell, donât be afraid to steal the entire plots of your favorite things. Especially if youâre worried about your own writing skills or creativity or whatever? Fanfiction is freaking great, and itâs fun; some of the best games Iâve ever played have been fanfiction of super obscure things that the writer has afterwards told me what it was fanfiction of and it was so freaking fun to go read/watch the original after Iâd already played an even cooler version???? Itâs also pretty easy to start out fanfiction and then through developing personal arcs and following party interest, ending up with a story by the end that is entirely original and you. So write fanfiction if you donât have any ideas, or honestly, if your fanfiction ideas excite you more than when you sit down and try to write with a blank slate.
14. Youâre not limited to a high fantasy setting. Honestly, standard high fantasy/dungeon crawl stuff has gotten pretty boring for me? (although the department campaign is pretty cool, but thatâs only because itâs high fantasy but we slip in jokes like âSeraph marches downstairs in her pajamas and channels her mother to start yelling at the innkeeper about the utterly terrible customer service of getting poisoned, non-consensually, and that she would like to speak to the manager of the local thievesâ guild to lodge a complaintâ because even though itâs high fantasy, itâs funny. TAZ does really good high fantasy too because of how they weave a whole bunch of other stuff in.) but, like, YOU CAN DO DND IN SPACE. you can do modern urban fantasy. you can go post-apocalypse. you can go post-high-fantasy-apocalypse. you can play a supernatural style game. itâs your world, make it whatever you want.
14.5 It is possible to play things that are mechanically the class in the book, but have a different interpretation in the setting. Or just to works differently in the setting. in spelljammer, elves donât have gods, and I vaguely developed over the course of a couple of months an old belief system that was pretty old even when Marian was a kid that she just pseudo-learned and didnât quite believe but is now revisiting, and the difference between divine casters and arcane casters is actually just âmagic is vaguely a part of physics and most arcane casters are tinkerers who are doing it via weird cool gadgets or are pseudo-scientists/engineers in their training and approach to magic, while for divine casters itâs more of an internal, feelings-based thing.â Iâm also very very excited because I have developed a super intense and specific lore that is canonically what elves used to believe and what Marian believes, but might not actually be how the world and death specifically works at all, so Iâm bouncing up and down on my feet waiting to discover whatâs going down behind the scenes with gods in that campaign, instead of it just being âoh yeah choose your gods from the gods in the book.â in the department campaign, Seraph is from a family of wizards and thinks that she is a wizard even though she is actually an arcanist, because the world doesnât have words different types of casters esp niche types of casters yet. the DM and I are planning for it to be a huuuuge surprise now that sheâs leveled up enough to have access to âarcanic exploitsâ which are at-will abilities that wizards donât have, and it is going to be an in-character process of her discovering that she can do something that according to the known laws of magic she shouldnât be able to do, and now oh shit she has to research it. even though mechanically, weâre going pretty much entirely by the book, the book doesnât exist in the world! characters donât know what players know! make it interesting to discover things that you as a player might otherwise take for granted!
14.75 make magic and fighting sound cool, and design how you describe it to be specific to the setting or the culture. in gay murder elf bachelorette campaign, the way that Caedic casting works is you first have to draw a rune in the air that then hovers there all glowy, and then you âthread the needleâ which is projecting power through it in a very specific manner, Iâm pretty sure that Surrians cast differently, magic works different in different parts of the world. having a melee fight scene? describe how people exchange blows back and forth or let them choose how their killing blows will look or just make them feel like badasses whenever they try to do a cool thing because itâs cool. I am used to playing magic/caster characters just because I generally am more familiar with magical mechanics than fighting mechanics and magic has always been more interesting to me but holy crud I have never had a fight scene so fun as the one when Iria had led a researcher from the Black Lotus Labs to a fae font that sheâd found scouting in the woods and this seaweed creature eventually attacked them and she did a badass holding it off with her scimitar an then Vennikus, the researcher, tried to throw a cold iron knife at it but missed, and so Iria, who had been training in two-weapon fighting, saw the knife, did a front roll underneath the monsterâs next swing, picked up the knife, exchanged a flurry of blows with the thing now two-handed fighting which eventually ended with her doing this super badass throwing both weapons in the air and catching them to switch hands, leaping on the things back, slashing so deep with her scimitar that it finally got through all of the seaweed and cleared it before it could get back to a weird, pulsating green heart, which then she drove the cold iron blade into all the way up to its hilt. which was so much cooler than âoh shit I rolled a crit on my scimitar hand and confirmed it and I guess that deals enough damage for this thing to die,â nah, I drove a cold iron knife into that thingâs pulsating heart and so thatâll be a scene that I never forget. Even when I miss Jeremy makes me sound cool because then when the enemies miss he talks about how good my footwork is or how well Iâve drilled to block these exact kinds of blows so the Surrian had no chance because my training kicked in type deal. it makes fight scenes more than just rolling dice, and thus easier to get engaged in.
14.8725 I swear I didnât start out this essay as an âIâm going to sing the praises of Jeremy for several thousand wordsâ
15. Itâs always interesting when you have mechanical reasons for players leveling up. Or for what their classes are. Thatâs always a tricky one to balance, and itâs one that Iâve been doing aggressively as a player? And to be fair, if your players start out with young and fairly inexperienced characters, âI am gaining experience at doing a thingâ is a perfectly good narrative reason to level up. You want to play an older character? One of my friends is playing a 150-year-old orc who was a Great Adventurer back in the day and retired to take care of great-great grandkids and is back in an adventuring party now but wheeee is starting at level 1 because theyâre out of practice oh, and they have bad knees. Thereâs also always the option of âI hurt myself real bad and Iâve been recovering,â leveling up isnât ~gaining new experience~, itâs slowly getting better through whatever your injury is. or just you can write this off as an unavoidable mechanical aspect of the game, eh, not that important, I just love it when tiny details match up. This isnât actually an important point, Iâve kind of moved on to the âpicky details that I care aboutâ second of this advice rant.
16. Make the unexpected important. JEREMY GAVE ME THE MOST ADORABLE PET SPACE OCTOPUS AS A FAMILIAR AND I HAVE BEEN ASSUMING THAT VELO IS JUST VELO AND THEN JEREMY MADE SOME SORT OF A SIDE COMMENT ABOUT âYEAH VELO IS NOTHING LIKE YOUâD EVER HEARD OF BEFOREâ AND YEAH DUH BECAUSE THE LILâ BUDDY WAS SUMMONED THROUGH A MYSTERY SPELL IN A MYSTERY PIECE OF EXTINCT TECH BUT NOW IâM FREAKING PARANOID OUT OF CHARACTER THAT VELO IS SECRETLY AN EMISSARY OF RAT JESUS OR SOMETHING. but also just, like, nothing is cooler than âoh that tiny thing that happened when you were level 1 that you didnât really think much of and itâs just been vaguely a thing youâve carried with you for the adventure? turns out it was the most important thing in the world!!!!!â just. good foreshadowing. unexpected foreshadowing. itâs great.
17. Your players will invent stuff, either as a part of their backstory or as something that theyâre interested in. Let them, especially if you donât have a previously established canon opinion on the thing. This is 100% a self-serving thing of what I wants DMs to do when Iâm a player of, like. I really love getting to write stuff into the setting, but also itâs because good improv means go with the flow. Someone says something? Work it in, oops, itâs canon now. This can be both on-purpose or accident; in the department campaign, I wanted to write in-character letters to an NPC in my backstory from the beginning, except goddamnit I didnât want to have to deal with âand itâll take a couple of months for the mail to travel across the country to get to them,â so I made an offhand reference in the email that I was sending the DM the letters of âcan we say I just threw them in the arcanic postlines,â which then, like. After doing this about five times I sat down and wrote out the exact magical theory about how arcanic postlines should work considering how weâd said that they function in-game and the DM went âokay, sounds great, thatâs consistent with how weâve been dealing with these letters for the last two monthsâ and that is why the fantasy world of the departmental campaign has a highly functional postage system. On the improv end of things, there is a beautiful moment in The Adventure Zone where the wizard just, in-character, teases another wizard about âooooh, donât want to burn your spell slots,â and the DM just went with it and suddenly it became canon that instead of spell slots being a behind-the-scenes mechanical thing that doesnât exist in-world, it was a legitimate way that wizards referred to how much magic they could cast a day. Which I love so much, thatâs so interesting for a high fantasy setting. Letting players add to the setting will bring in cool new things that you didnât think of, and you should be open to it.
18. First priority is everyone should be having fun, and communication is key for that to work. Debrief sometimes after sessions. Ask people what their favorite parts are. listen to them chat about their theories. follow up on actively developing framework for the things that people think are fun. ultimately DnD is as much about friends getting together and having a good time as it is about telling a huge, epic, intricate, interconnected story, and the huge epic stories are a lot more fun if youâve been having fun the whole way along.
All that all being said.
Donât expect your campaign to look like gay elf murder bachelorette campaign, the way that I am playing in gay murder elf campaign isâŠ..a bad way to play in a party? Being a conscientious player means being aware that the overall story arc isnât just about you, itâs weaving together about everyone and there is always a part of me that is thinking about âis everyone getting equal screentimeâ and going âI AM IN LOVE WITH THIS NPC JEREMY SHEâS SO GOOD AT FIGHTING OH MY GODS THAT MURDEROUS LOOK SHE GETS WHEN SHEâS FACING OFF AGAINST SURRIANS AND SHE DOESNâT THINK ANYONE IS WATCHING JEREMY I AM IN LOVEâ and, like, actively going over to try to talk with her any time I had the chance to ever and insisting on sparring with her any time we had free time and insisting on having a bunch of scenes with Talvus of âoh my god Talvus help she said three whole words to me what does it meanâ which made all this the gay mess that it was would have been something that I wouldnât have done if there were other people in the party with other agendas; gay elf murder bachelorette campaign gets to be gay elf murder bachelorette campaign specifically because Jeremy and I realized ââŠ.wait, there are only the two of us, we can get as ridiculous with this as we wantâ and have decided to commit. Fully. But thatâs not the sort of shit you want to pull if thereâs a whole other group of people who just kind of have to sit and watch every time you want to go over and flirt with your murder-rival-who-will-maybe-one-day-be-your-murder-girlfriend before they can do the stuff they want to do.
(As a secondary warning note if youâre doing any sort of roleplaying and are playing a fictional character in love with another fictional character being played by a friend of yours, you better be on the same page as your friend as, like, one of you not having a secret crush on the other in real life because shit gets messy and then real life and character stuff starts to blend and itâs just. I have been there and done that when I was a 17-year-old Gay Mess and I feel like it is my responsibility as a 22-year-old Slightly More Responsible Gay Mess to warn you against that. Jeremy and I know each other very well and have for years and know each otherâs boundaries and talked about triggers and boundaries before starting this campaign, which to be fair was more because as a villain campaign dark stuff is probs going to happen but we have talked about fictional romance too , but I would not play this intimately with someone I didnât trust intimately. So keep that in mind when designing things?)
ALSO THAT BEING SAID
if you want a gay elf murder bachelorette campaign, there is a game called Monsterhearts that I have never played but heard about friends playing and they all freaking love it and there are a lot of undertones about dealing with mental illness and being queer and in the closet and the entire setup of the game is yâall are monsters in high school having love life drama and everything I have heard about this game is how remarkable it is combined with stories about the most ridiculous teenage drama, sooooo possibly after I have ranted for 8000 words about how to set up a functional Dungeons and Dragons campaign which the party and DMing advice still I think applies to any game Monsterhearts might be the game that you want to start with.
BONUS: ADVICE FROM JEREMY.
#jeremy believes in you#so do I#wheeee that got long#dungeons and dragons#storytelling advice#gay murder elf bachelorette#if you stuck around through this whole thing wow congratulations I hope I wasn't too boring#I have a lot of friends who are very good at mechanics and who can speak a lot about good game design#this is what I can offer though
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