#this is about the written backstory of my dnd character set in the DMs homebrew world
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37K words in a month. We're not playing in DnD until the 2nd Feb. If I can write another 13000 words before then, I can say I've written a novel between sessions.
#i wrote 16K in the first ten days but that was over christmas#when i wasnt at work so i could write all day#i intended to do edits today and send another update to the dm this evening#but im on a roll#might be in a couple of days instead#personal#anyway#this is about the written backstory of my dnd character set in the DMs homebrew world#so both of us have a better understanding of the history between my pc and the npc she is in love with#because in my actual backatory I gave him about 4 lines. one of which was the physical description of said npc#by the way they were written as my PCs best friend#we spent a month (ingame time) getting to know the party#then finally made it back to the city where my character grew up#met the npc and spent a little time with them#finished the session#i walked into the kitchen and went 'holy shit im in love with them'#walked back into the dining room and said so#and all my friends went 'yes we could tell'#which was hilarious#one of my friends thought the dm and i had planned it that way#i had not#the dm had planned to be a little flirty (which i did not notice)#but i got blindsided
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While I'm on the subject of yelling about writing things, that short comic I mentioned last month that dropped suddenly into my brain has been progressing!
It's got a title now, No Place For A Doctor, and I've got it fully written and roughly thumbnailed out as 24 pages, which I'm starting to take a second, more detailed pass at.
The basic gist, like I mentioned before, is that it's my old DnD character's backstory, but slightly rejigged to disconnect it from the specifics of the campaign I played him in since that was in an entirely homebrewed setting that belongs to the DM. The whole thing is a monologue (so all narration boxes rather than having dialogue), and it follows Sam through his stint as a conscripted army surgeon, feat. the incident that granted him cleric powers and eventually the reason he ended up becoming an adventurer.
It's set in a fantasy field hospital, so that means quite a lot of miscellaneous one-panel patients, but I've now gone through the script and figured out exactly how many side characters there are (about. 50 or so, but it's Fine, that includes a lot of 'person in background in hospital bed' and people that are only partly in view) and started designing the more major ones. I've also got all of Sam's outfits designed, and figured out how I'm drawing him given that here he's younger than usual. There's still a bunch more work to do (coming up with the layout of the field hospital, aforementioned cast of NPCs, some more outfit designs, a few panels I'm still not quite settled on), but I'm making really good progress, I think!
It's exciting, having something that feels like it's Going Somewhere on the comics front. I'm even kind of hopeful that I'll be able to get enough of it done to apply for an indie-comics-focused event at the end of the year when they open their applications in about a month, although we'll see if 'it's not done Yet, but it's well on the way' will get me anywhere there.
I'm going to throw them up on the art blog when I've got a few more test panels and sketches, but in the meantime here's my first pass at tiny!Sam immediately before and a couple of years into his Horrible No Good Very Bad Time:
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So, a good five or so years back, I played in one of the best worst DnD games I have ever been in. The DM had bought the Libris Mortis book, which, if you were unaware, was a 3.5 splatbook adding in a lot of undead stuff, including some monsters and undead player races and stuff. Wanting to try it out, me and my gaming group decided to play things from it, our then DM deciding to run a completely homebrewed session. This proved to be a...
Terrible Idea��
(for the uninitiated, never homebrew something you do not fully understand unless it's just cosmetic. If you want to make all elves worship the god of garlic bread, Ultimo-Metatron-Omega, go ahead, but unless you know how the game works, don't make mechanical changes). So we all picked stuff from the books-one player played a skeleton Sorcerer who in life was a tribal shaman, but an attempt at healing went wrong, turning him undead as his life energy was replaced with negative energy, explaining why most of his spells were necromancy and suchlike.
Another player played Krug, an antipaladin in very spiky full plate. He was a zombie made by a necromancer of a paladin who was fighting him, but his allies killed his would-be master before he could assert control, and not wanting to just off him, his allies just...yeeted his body into a portal and hoped it'd re-kill him. It did not kill him hard enough. It did, however, explain his stats which...oof. He had already got debuffs to some stats due to being a zombie, and rolled abysmally. Fortunately for the player, he played mostly to socialise, so didn't much care.
I played... Count Nox Feratu, the Campire. As in, a vampire with a very camp German accent, which I did not break for the whole time I was playing him. To the point where "ach, nein, I haf bin heet! Heal me, meine freunde!" was par for the course. My overly camp vamp was a wizard, but due to level adjustment was a bit of a shoddy one. For backstory, he'd been ousted from his clan for ineptitude, and had sworn revenge. I was going for a swordmage build but never got there. All his spells were utility or just necromancy spells.
Our last player played...sigh...Damien Bloodmoon, cleric of Nerull, God of murder and undeath. He was one of the clerics from the book's murder Domain, meaning that he got buffs to damage. He was a vicious arse both in character and out of it, and was so dripping with edge compared to the paladin with the same IQ as a horse after its trip to the glue factory, the shaman who thought killing fixed people and the Campire that if you gave him a pat on the back you'd have finely diced your hand into a red mist. Not going too outlandish with his backstory of wanting to dominate the world as his undead thralls, Damien F***ing Bloodmoon had only taken spells which either charmed live people, dealt negative energy damage or messed with ability drain and suchlike, which he used with aplomb on townsfolk on our way to our objective. He was also, importantly, playing an elf of some sort, I forget which kind. Meaning that of the party, only one was alive.
So, just as an aside, for those of you that haven't played 3.5e DnD or have only played 5e, in Libris Mortis, undeath was gone over in detail, and had a litany of pros and cons. For one thing, undead had only the HP they had-folks like Damien F***ing Bloodmoon could be 'dying', and had some time to be stabilised before meeting the reckoning of Papa John and dying proper. Undead did not, it was just how much you had and if you ran out, poof, you're dust, bones and fertiliser again. You were also harmed by positive energy, so healing spells hurt you, as did potions of healing. However, undead were kind of hardy - poison immunity, some had resistance to non-magical melee damage, stuff that drained your ability scores and levels didn't work on them, some crits wouldn't do extra damage, and the best part- negative energy healed undead. Meaning all the spells our party had which damaged others like the living Damien Bloodmoon were curative ones for us. Keep this in mind.
So, we began our quest, learning of a necromancer a nearby town was plagued by. After using our skills (to whit: Damien Bloodmoon charming and drawing the life force out of random villagers and the only potion seller in the town whilst we went shopping. Krug got a snazzy hat, which we put on top of his helmet, and we chatted to townsfolk as I looked alive enough to pass as human and the shaman had a fake beard and toupee that people were too awkward to point out was fake so went along with it) we learn that the necromancer has a base of operations in the cemetery. "Oh ja, zo original, dahlink. Ve vill need to educate zis guy on vhat is chic and vhat is just shabby!"
So we head there and the nightmare begins. Damien Leads the charge, using all of his knowledge to deduce that the shambling horde moving towards us were stronger-than-your-average-bear undead, and he was right. These were powerful armoured zombie mages of some sort, casting ability draining spells, negative energy ray spells and even having auras of negative energy that dealt damage on a failed Fortitude save. Even their punch and quarterstaves did negative energy damage as well as the usual bludgeoning or unarmed. However...only one of us was really in danger and the DM's face fell when the squishy casters walked up and began shanking their super-special homebrew zombie wizards, being healed by the damage of their attacks as we cut them down.
Like I said, one of the benefits of undeath is that negative energy actually heals you. So the strikes of the magic staves and punches that hit us did some basic damage. Which was then immediately healed by the negative energy their weapon strikes and spells were doing.
However, you'll recall that Damien Bloodmoon was an elf. And not dead. Being a Cleric of a death god doesn't mean that you have the abilities of an undead. That meant that even with the DM being merciful, by the end of the first fight he was covered in blood, mud and withered away to just above half his original strength and constitution. More were patrolling, so we had to run. But that posed a problem.
Remember Krug had heavy armour? And recall his awful stats? He in fact, hadn't got enough strength to wear the armour he'd been given for backstory. He didn't, according to the DM, have enough to remove his own armour. And we attempted to, but also failed our checks according to the DM. And Damien Bloodmoon refused to help, simply blaming Krug and his player. Krug's player thought it was hilarious, and Krug only had enough Intelligence and Wisdom to say his own name, so saw no problem. And Krug, Nox Feratu and Shaman realised that there really...wasn't a problem.
For us, at least.
We slogged through three combats dragging Krug and wading through the mud with him. His speed was so slow that for every step he took, we took about ten. The DM was confused and infuriated that his encounters weren't working, but refused to change them. So we had fun role-playing. Or at least three of us did.
Damien Bloodmoon refused to roleplay, and none of his ranged spells could affect the zombie mages. When he went into melee, he came out wounded as all hell. He went down twice, and it was only the healing supplies of the shaman that saved him.
All the while, he was... Let's say not best pleased. Damien Bloodmoon was getting increasingly wounded, exasperated and longing for the sweet embrace of death as reprieve from the humiliation. His player was getting increasingly redder and rage-filled as time passed. Each fight ended with our characters stronger than ever and his a bloody pulp on the floor, with poor in-character knowledge (and terrible rolls) preventing him from realising why.
Eventually, we reached the final boss, pausing only to paint Krug's armour in contact poison just in case, and to find a stick to help the now-partially-crippled Damien Bloodmoon, cleric of death and murder, walk after being beaten up by angry zombie wizards for hours. And it had, indeed, been hours. Among us, only Damien had a bonus to strength, and we had two swords, a mace and a staff between the four of us. Meaning it was re-death by a thousand cuts for the enemy and a slog and a half for us.
We reach the necromancer and, having taken so long due to dragging the oblivious Krug with us, his big ritual is complete- he raises a fist-sized black onyx egg aloft, crackles with arcane power and causes the bones around him to coalesce into one massive creature - an undead, giant-sized rust monster, radiating an Aura of pure negative energy. Krug opened his arms wide, eager for the metal-eating monster cockroach to free him from his poison-painted metal prison. It ignores him as he's still very far away. Me and the others have our weapons and armour devoured.
Our DM was very much a stickler for note-taking. So because Damien Bloodmoon hadn't written 'clothes' on his sheet, his armour being eaten by the monster left him naked and afraid.
It became clear that the DM had done another f***y-wucky. See, the Aura of negative energy healed me and the Sorcerer by more than its other attacks did. So whilst Damien Bloodmoon was naked, soaked in mud and bleeding to death almost crushed to a pulp in the fetal position, rocking backwards and forwards as his player seethed with hatred, the Shaman and the Campire set about beating the thing to death with our bear hands and a stick.
The session ended once we killed the necromancer, or rather when Krug walked up to him, closed his arms and just crushed the noodle-armed bad guy to death with the weight of his ridiculous armour and poisoned him with its paintwork.
We never revisited the game afterwards. We were told later on that the DM wanted us to use the non-undead races. But at no point had he said as much, even when we asked him about our characters and the restrictions on them. We also learned a valuable lesson. DM for the players who are there, not the ones who you have an idealised mental image of. Tailor your game, otherwise you'll get a sitcom featuring a camp nosferatu, a shaman with no healing, a paladin who could barely move and a Cleric of murder who was ironically the only one at risk of actually dying.
#dnd#dungeons and dragons#3.5 edition#Undead#zombie#vampire#adventure#libris mortis#Campire#paladin#wizard#Sorcerer#cleric#oh god why#Damien F***ing Bloodmoon#necromancy#necromancer#Skeleton#dnd shenanigans#dnd campaign
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SESSION 0! Aah, the fabled “Session 0″. Many have chosen to ignore it and many have fallen prey to their folly. It is a session you hold before the actual start of the game in order to familiarize your players with the type of game you want to run, as well as adapt your plans according to their particular needs. I can not stress enough the importance of everyone around the table being on the same page in regards to the atmosphere, content and rules of the game. Time and time again I see people complaining about DMs running their own story without regarding the characters’ backtories at all. Or having homebrew rules that no one discussed that are being pulled out in the heat of battle, having dire consequences. Or the game being more combat heavy while the players just wanted to roleplay. All of that, and more, can be discussed beforehand so everyone knows what they’re buying into. My second online campaign that I was a player in, I didn’t really enjoy playing. My natural proclivity is towards roleplaying and having meaning behind everything my character does. With that in mind I created an Artificer with an elaborate backstory and eventual mechanical servant to accompany him in his endeavors. I had a lot of things in mind to do with this character, with the end goal being inventing some grand invention to make my PC known throughout the lands. That would be the driving force of his actions. When joining into this game, the DM only told all the players to create a character who, for some reason, ended up in jail, which they wanted to have as a starting point - I had no problems with that and incorporated it into my backstory. No other pointers were given. As I found out a couple of sessions into the game, the DM had a story they wanted to run and any major detour would simply be turned down and squashed. They simply wanted players to play “their” game. This, naturally, resulted with me being unhappy for the majority of the campaign. My character had next to no motivation to follow the DM’s plotline and was just kind of tagging along. I was given no opportunities to “invent” something, tinker with my equipment (no pun intended) or even explore my class’ features. In fact, maybe a couple of sessions in, it was decided that having the mechanical servant with the party is too much of a hassle to deal with, due to frequently having to travel on a ship and the servant being too heavy for the ships, so it ended up being left behind in some city and pretty much unused. I was not happy. Now, I’m not saying the DM was a bad DM or that their story wasn’t great. It was actually quite interesting and playing with them at the reins was indeed fun. If only we had discussed the nature of the campaign beforehand. If I were only given a heads up about the nature of party travel that would prohibit me from using my mech servant (which is about a third of the Artificer class), I would have gone with a different character and different expectations and would’ve had much more fun. This is why session 0s are held. But what specifically is to be discussed in these preparatory sessions? ATMOSPHERE If you’re going into the Curse of Strahd adventure published by WotC, you should know that the setting is dark and gloomy, everything is sort of depressed and not much levity is to be had. Don’t go into it expecting fart jokes, memes and puns. On the other hand, if the DM and the whole group agrees and wants to intentionally take the opposite aproach and make fun of how the adventure is written, more power to the whole group. My point is, that is something that should be discussed. Atmosphere is important. THE THREE PILLARS Any dnd veteran will tell you that the three pillars of dnd are combat, exploration and social interaction, However the DM wants to run the game or the players play it, whether it be more combat heavy, social roleplay oriented or based on a hexcrawl, everyone should be on the same page before starting. You don’t want to go Ranger with a focus in surviving in the wilderness, gathering food and tracking animals, and then finding out the campaign will mostly be held in a city and based around political conflict. HOMEBREW Whether it be rules that are not official or a setting where there are no humans, all homebrew material should be brought up before the campaign starts. No one wants to create an arcane spellcaster class and find out in game that magic doesn’t work due to some great devastating magic war a thousand years ago. The DM might even have a way for spellcasting classes to be able to cast spells or maybe plans for them to be the ones who discover magic again throughout the storyline of the campaign, but players should be aware of this before they start playing. LEVELING AND CAMPAIGN LENGTH This is a tough one. These days, while games are much more accessible via online platforms, they are also more prone to disbanding before their natural ending. It is hard to predict whether a game will last as long as it is supposed to. When there were fewer options and most games were held in person, everyone put in an extra effort to have the game continue. Having said that, players should know what they’re getting into because it informs their choices of character creation. Maybe someone wants to play a class because of that one awesome ability they get at 14th level. If the campaign starts at 1st and ends at 10th, naturally, that player would not choose that class. Also, how will leveling be done? Standard XP system or nowadays more popular milstone system? Each have their pros and cons, but whatever you decide to go with, you should let everyone know beforehand. OTHER Other than what was already mentioned, anything else that you would like to be known. No phones at the table, no being late, no talking out of character, no metagaming, whatever the DM or the players hold important, should be made aware to everyone at the table. Now, all of this is maybe not so important when playing with friends you’ve known for a long time, especially if you’ve already played with them. But it is imperative for online games or games where you sit at a table without knowing the other people present. Trust me, when everyone’s on the same page, everyone’s happier. And that doesn’t mean that compromises can’t be made. Maybe the DM wants to try that critical fumble table for injuries and worse, but the players don’t - you talk it out and find a consensus. Dnd is a collaborative game, so collaborate - even before the game starts ;) In the campaign my friends and I tried starting before the current one, we were still newbies and neglected to have a session 0, which resulted in a TPK in the first session and a few member changes for the eventual game we are currently playing for almost 2 years now. But that’s a story for another day. Thanks for reading, as always, hope you’ve gained some inspiration ;)
#dnd#dnd5e#d&d#d&d 5e#dungeons and dragons#storytelling#stories#roleplay#tabletop#critical role#tal'dorei#nerd#nerdy
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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
(I’m in three campaigns right now) (by complete accident) (on the one hand it’s 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, they’re not all weekly campaigns, so hours-per-week I’m devoting isn’t ridiculous) (and I miss my friends and it’s 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 can’t 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 I’ve 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 DnD….ever. That being said, I’ve worked at gay theater camp for….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, “this 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 there’s going to be strife, make it mean something)” 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, “do you want to play Dungeons and Dragons, or do you want to start with a mechanically less complicated system?” 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 “you don’t need to be as familiar with a set of rules in order to play.” 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 “adjectives” to people like, if you successfully roll against an enemy, you get to pick any adjective you can think of ever from “grappled” to “trusting” to “confused” to “located” 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 “oh shit I am crying about a wizard named Taako, pronounced taco, how did this happen to me” and it’s great. The Adventure Zone is 100% the reason why I reached out to friends and was like “yoooo is anyone starting a campaign because TAZ has made me want to play again.” Friends at the Table starts with Dungeon World and it is some of the best storytelling and worldbuilding I’ve 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. I’ve heard good things about Critical Role, but haven’t listened myself. But get out there, listen, and then don’t be afraid of copying things that you admire. Best way to learn.
If you’re going with Dungeons and Dragons, start with 5th Edition. 0th, 1st, and 2nd are all ridiculously unbalanced, 3 is “actually everyone uses 3.5,” or a combo 3.5/Pathfinder. While 3.5/Pathfinder is a great system and is what we’re 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 they’re aren’t super picky exact rules for every tiny thing you could think of doing, which means you don’t 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 don’t talk about 4th edition
Decide who is going to be the DM. There are sometimes comic stores that’ll 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 you’ve got a good group of friends, I recommend just playing with them and not trying to find an external group that you don’t know. I’m vaguely assuming that you’re volunteering to be DM because you’re asking? But if there’s 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 they’re 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. You’d be surprised how many people do. I’ve also seen blogs on tumblr sometimes going “hey, I’m 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 you’re looking for from a game I’ll pick the players?” or if y’all 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 they’re actually willing to commit for a bit. So how do you get started?
Get the Player’s Handbook, and the Dungeon Master’s Guide, and read them cover to cover. If you’re playing and not DMing, eh, skip this step, and have the DM do it instead, but the Dungeon Master’s Guide especially will walk you through how to set up things mechanically very well and if you’re going in blind it will be good to have gone through and read it all once. I’ve read the 3.5 DMG cover to cover several times, haven’t read 5e yet, I know that I didn’t 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 don’t 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 you’ve just got to make a call, and if you make it while looking like you know what you’re doing, everyone will believe you. Similarly, don’t 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 Iria’s plan, instead of rolling a full battle between ~40 hobgoblins and ~80 elves. screentime is important; if you’re spending too much time on not-the-players, it gets boring for the players, so roll enough dice to decide what’s going on with a tad bit of luck and so it seems like other characters have rules that they have to follow, but you don’t 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 don’t all have to be playing best friends or even people who get along–in Spelljammer, Marian and Djin had the character backstory of “ten 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 she’d never see him again but now oops they’ve 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 there’s a shit ton of tension.” 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, I’ve seen and heard of campaigns falling apart because “there 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 stuff” or “the evil fighter literally just wants to murder everyone which means everyone else can’t get stuff done.” You can have intra-party strife and have it be interesting, but only if players are doing it cooperatively instead of being at each other’s 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, I’ve 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 he’d 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 Seraph’s increasing shock and disdain for him (or rather specifically, how upset she was the first time she saw him pantless) as “yeah all women go for me.” The party was vaguely splitting into “Seraph’s side and Silas’s side” so I decided to aggressively interpret one of the battles we went through together as a bonding experience and lo and behold Seraph’s feelings started to change over the next couple of weeks to “you might be an inconsiderate asshole but you’re OUR inconsiderate asshole so only we are allowed to rag on you” 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 you’re not the one DMing? Be that player.
2.75 Okay but if you’re DMing, have the conversation with your players as they’re 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 don’t need a traditional setup of “a tank, a mage, a healer, and a thief” to have an effective and fun party. Maybe everyone wants to play a thief, great, design the scenario to be “you have all been contracted by the thieves’ guild to sneak into this party and assassinate this noble, you have three days to prepare and these resources, make a plan” instead of “this is a traditional dungeon crawl where you are fighting big scary monsters despite the fact that none of you are melee fighters.” 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, we’re all dealing with “so 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.” 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 I’ve accidentally adopted these three kids even though I don’t do personal” along with “oh god have I literally become the captain of this ship because I AM THE ONLY ADULT LEFT” 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 we’re 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 “Iria 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.” But also consequences like “you were really rude to this person and now they don’t like you and they are friends with the owner of the apothecary, who now also doesn’t like you and marks up prices behind your back” or "you let one of the patrol escape and now the whole army knows that you’re coming” or “you saved this kid’s life even though you were in enemy territory and now five years later he recognizes you even though you’ve been captured and is making sure that the party is taken prisoner instead of killed.” 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 improv”. If you’re 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 “Books” 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 “has different musical themes that he’ll swap out and play at different times.” 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 that’s because he knows that he prefers the things he comes up with when he has time to plan things out, instead of when he’s surprised. He knows his own storytelling style. “eh, an outline and some monster stats” would not work for him the same way that I’ve seen it work for other people. You don’t 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 “you’re writing a novel” and halfway “oh shit except this time the characters ACTUALLY have minds of their own” 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 “I 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 left” and Jeremy goes “uummmm 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 PARTS” and then that held for three minutes until oh shit it was still low on plasma and Marian ran over and went “wait a second guys I have a Flaming Sphere spell except Jeremy, Jeeeeremy, I’m 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, we’ve 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 boost” and Jeremy went “okay 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.” and it did and we won the race the end we’re 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, it’s 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 it’s set in a larger world that Jeremy is running multiple other campaigns in and I’m still not sure if Iria is legit going to be a villain that I face off as a good PC one day, or if she’s 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 we’re 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 haven’t thought of, “I didn’t think of that” 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 you’re 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 don’t 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. Don’t be afraid to make up home-brew mechanics, either for the whole party or for an individual player. Jeremy ran a vignette session called “Flight of the Kalla Tukal” 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 they’re usually Not Coping Very Well with the fact that they’ve been cut off from their community. But the Kalla Tukal were still all linked together so we weren’t 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 we’re not trying to get 20, we’re trying to roll as close to each other in number as possible. There was one dramatic moment when two of us rolled 4’s 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 it’s experimental magic it’s 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, she’s working out the kinks. to me, it’s more than “oh this is a cool new mechanic,” it’s 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. don’t be afraid to experiment, see what works, and then keep those mechanics around.
9. Start small. Don’t 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 “come up with clever plans” or “interact with NPCs” 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 that’s 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 they’re 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
—as mentioned in a previous bullet point, “you’re 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 you’ve figured out about guard shifts and security for the party. you have a week to plan. go” 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. it’s fun, it’s 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.
—okay 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 can’t go wrong if you start with “crazy monster rock band superstars”. during the sequel they went on tour to the human lands and I think wrecked a couple of cities.
—this one is stolen from TAZ but fantasy WWE, the intro plot setup that is exposition in the first 10 minutes was “a 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 she’s the next target”
—honestly any sort of “huge gladiator/fighting tournament but there’s drama and foul play going down behind the scenes” makes for a really good short arc. there’s a game that actually Jeremy invented that is played irl at gay theater camp called “bloodrush” which is such a ridiculous game, it’s….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 they’re holding the ball, although cheating is basically a requirement when the refs’ 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, it’s gone down. my little brother once jumped on the biggest baddest counselor’s 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 I’m saying is you can’t go wrong with “bloodrush tournament” or whatever your own crazy fantasy sportsball game you want to make up and play.
—“we are a bunch of archeologists who have a little bit of combat or magic training but not too much because mostly we’re archeologists and someone poked a button in a pyramid and oh god we’ve accidentally summoned an ancient race on monsters that feed on human souls, which also apparently there’s 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 we’re trying to run and hide from both groups and figure out if we can find anything to banish the monsters again” (this is 100% stolen from a LARP written by a friend of mine) (I’m pretty sure same one who wrote the monster band one-shot, actually) (they’re a really good writer, okay)
—PRISON ESCAPE. Think Guardians of the Galaxy 1. You can’t go wrong with a prison break game. character design will be so fun. I swear I thought of stuff like this separate from Jeremy. Jeremy’s 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 doesn’t for the life of them know why they are here, there are, like, eight or ten possible things they could think of but they’re not sure which one they’ve technically been convicted of, and I am holding him to that.
—Honestly, you have a book that you like? A movie? A TV show? One that you haven’t 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, it’ll be fun.
ADVICE PART 2: PREPARING FOR A LONGER CAMPAIGN ONCE YOU’RE COMFORTABLE DMING AND HAVE FIGURED OUT THE GROUP OF PEOPLE THAT HAVE GOOD CHEMISTRY AND DYNAMICS AND WANT TO STICK AROUND. I’m assuming you want advice for getting something vaguely like gay murder elf bachelorette to run, so I’m 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 didn’t 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, don’t put them in the same party. Picking a party isn’t about picking your friends, it’s about picking people who work well together as players, and whose playing style matches your storytelling style. You’re 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 that’s going to mess stuff up for everyone because of outside-of-game social politics. It’s just not worth it. Not when this might go on for years.
11. There’s something really powerful about a story that isn’t about the Chosen Ones, but instead you’re just a group of people who were at the wrong place at the wrong time and now oh shit it’s 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 can’t fix. Or that just aren’t fixable. If you haven’t 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, it’s ~70 episodes but it will get you used to the mechanics of 5e, and holy fuck is it a story.)
13. Don’t be afraid to steal plot points from your favorite things. Hell, don’t be afraid to steal the entire plots of your favorite things. Especially if you’re worried about your own writing skills or creativity or whatever? Fanfiction is freaking great, and it’s fun; some of the best games I’ve 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 I’d already played an even cooler version???? It’s 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 don’t 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. You’re 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 that’s only because it’s high fantasy but we slip in jokes like “Seraph 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 thieves’ guild to lodge a complaint” because even though it’s high fantasy, it’s 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. it’s 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 don’t 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 didn’t quite believe but is now revisiting, and the difference between divine casters and arcane casters is actually just “magic 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 it’s more of an internal, feelings-based thing.” I’m 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 I’m bouncing up and down on my feet waiting to discover what’s going down behind the scenes with gods in that campaign, instead of it just being “oh yeah choose your gods from the gods in the book.” 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 doesn’t 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 she’s leveled up enough to have access to “arcanic exploits” which are at-will abilities that wizards don’t 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 shouldn’t be able to do, and now oh shit she has to research it. even though mechanically, we’re going pretty much entirely by the book, the book doesn’t exist in the world! characters don’t 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 “thread the needle” which is projecting power through it in a very specific manner, I’m 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 it’s 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 she’d 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 monster’s 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 “oh shit I rolled a crit on my scimitar hand and confirmed it and I guess that deals enough damage for this thing to die,” nah, I drove a cold iron knife into that thing’s pulsating heart and so that’ll 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 I’ve 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 didn’t start out this essay as an “I’m going to sing the praises of Jeremy for several thousand words”
15. It’s always interesting when you have mechanical reasons for players leveling up. Or for what their classes are. That’s always a tricky one to balance, and it’s one that I’ve been doing aggressively as a player? And to be fair, if your players start out with young and fairly inexperienced characters, “I am gaining experience at doing a thing” 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 they’re out of practice oh, and they have bad knees. There’s also always the option of “I hurt myself real bad and I’ve been recovering,” leveling up isn’t ~gaining new experience~, it’s 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 isn’t actually an important point, I’ve kind of moved on to the “picky details that I care about” 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 “YEAH VELO IS NOTHING LIKE YOU’D EVER HEARD OF BEFORE” AND YEAH DUH BECAUSE THE LIL’ BUDDY WAS SUMMONED THROUGH A MYSTERY SPELL IN A MYSTERY PIECE OF EXTINCT TECH BUT NOW I’M FREAKING PARANOID OUT OF CHARACTER THAT VELO IS SECRETLY AN EMISSARY OF RAT JESUS OR SOMETHING. but also just, like, nothing is cooler than “oh that tiny thing that happened when you were level 1 that you didn’t really think much of and it’s just been vaguely a thing you’ve carried with you for the adventure? turns out it was the most important thing in the world!!!!!” just. good foreshadowing. unexpected foreshadowing. it’s great.
17. Your players will invent stuff, either as a part of their backstory or as something that they’re interested in. Let them, especially if you don’t have a previously established canon opinion on the thing. This is 100% a self-serving thing of what I wants DMs to do when I’m a player of, like. I really love getting to write stuff into the setting, but also it’s because good improv means go with the flow. Someone says something? Work it in, oops, it’s 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 didn’t want to have to deal with “and it’ll take a couple of months for the mail to travel across the country to get to them,” so I made an offhand reference in the email that I was sending the DM the letters of “can we say I just threw them in the arcanic postlines,” 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 we’d said that they function in-game and the DM went “okay, sounds great, that’s consistent with how we’ve been dealing with these letters for the last two months” 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 “ooooh, don’t want to burn your spell slots,” 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 doesn’t 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, that’s so interesting for a high fantasy setting. Letting players add to the setting will bring in cool new things that you didn’t 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 you’ve been having fun the whole way along.
All that all being said.
Don’t expect your campaign to look like gay elf murder bachelorette campaign, the way that I am playing in gay murder elf campaign is…..a bad way to play in a party? Being a conscientious player means being aware that the overall story arc isn’t just about you, it’s weaving together about everyone and there is always a part of me that is thinking about “is everyone getting equal screentime” and going “I AM IN LOVE WITH THIS NPC JEREMY SHE’S SO GOOD AT FIGHTING OH MY GODS THAT MURDEROUS LOOK SHE GETS WHEN SHE’S FACING OFF AGAINST SURRIANS AND SHE DOESN’T THINK ANYONE IS WATCHING JEREMY I AM IN LOVE” 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 “oh my god Talvus help she said three whole words to me what does it mean” which made all this the gay mess that it was would have been something that I wouldn’t 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 “….wait, there are only the two of us, we can get as ridiculous with this as we want” and have decided to commit. Fully. But that’s not the sort of shit you want to pull if there’s 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 you’re 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 it’s 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 other’s 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 didn’t 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 y’all 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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Finished Campaign Overview
It’s Murder Time (Tag: #imt):
Roughly a 3 year campaign in which a gang of adventurers + one (later two) teens explore the country finding/stumbling into various crimes and plans to gain power done by this Vampire Lady necromancer in an act of service for this Horrifying eldritch being called the Knowledge Eater
I played a water genasi ex-pirate named Ritalin Caspian Barnstaples Gleevec [He/She/They] (Level 1-10). Their class was transmutation wizard.
I feel like you can tell what tumblr dnd trends were going on with my character name choices
This was the party where I was Not a healer and lowkey Hated That because I have worried too much whether or not this party will live.
The Only healer of the party was our DMPC, a sweet teen boy named Eoin who still had faith in his god despite the absolute Horrible shit he lived through by both his church and his birth family (his sister is the one exception tho stan his sister)
The campaign ended with the party being: with 1 wizard, 2 rogues (1 rogue/warlock), 1 magus (homebrew class), 1 cleric (DMPC) and 1 fighter (also DMPC that came in later in the game because he was Important (boyfriends) to our cleric boy).
Honorable mention to our 1 scholar (homebrew class) who was the unofficial leader + driving force against the BBEG for most of the campaign.
She went through a Lot of trauma from the start of the campaign to the point that the player herself stated that she had to retire the character because she could not find a fitting path for her to heal and also be a part of this party.
She was definitely the heart of this party, and our characters dedicated our final battle to her.
Also shoutout to that same player making me cry when we had our epilogue session. Her scholar’s final letter to my character was So Sweet, and it makes me emotional to this day remembering it
This is such a bad summary of the game, but also So Much did happen in the span of 3 years
Sounds of Silence (Tag: #c: SoS):
Short irl campaign that spanned 1 year in real time. Post-apocalyptic genre that took place down in the California redwoods, specifically in an abandoned camp. It was very good, very emotional, and since we the players voted on the tone of the ending, very bittersweet.
I played Dr. Pandora Juniper Rockthrush [They/Them], a Kenku Circle of Shepard Druid (Level 1-5).
Before the apocalypse, they had recently finished their doctorate in plant science down in California. When the news of the apocalypse hit, they were deep into their work, isolated from both their family and literally anyone else 😔
The party was 1 drow ranger, 1 rogue, 1 fighter and 1 druid.
Because of the the apocalyptic event, there was no more divine magic left in the world.
I think my friend intended for this game to have No Healing, but was not able to find worldbuilding reasons to justify why certain classes of magic were allowed (like their warlock BBEG that was revealed to have magic in the last session) and others were not past the divine magic.
I’m pretty sure this was the game where I realized that my thoughts about dnd and the genres and topics it covers are Wildly different to my friends’
Bullet-Bitters (Tag: #c: BB):
This was another short campaign that ended this year. My Curse of Strahd group played this game as a break for our DM since it was exam season for them. It was a space-western game that was co-DMed by two of the players with one of the DMs being a sort of DMPC. Those two have been friends for over a decade, and have written and played in countless settings together. This was a wonderful setting that those two have done other games in and is rich in lore.
The setting is heavily homebrew with 4 race options and added classes to fit with the genre.
I played Opuntia Robusta [She/Her], a Yoni (Nomadic Plant people that are usually various cacti and other desert plants.) Artillerist Artificer (Level 5).
Yoni always move in the direction of the sun. To linger in a place means that a Yoni is not placing their value most on life, but rather something else.
She left her clan of Silver Dollar Yoni to pursue her ambition of being the best gunmaker in the galaxy. She funded her own experiments by becoming a loan shark, calling herself “The Banker” and traveling from city to city, her pouches full of currency. In this setting it was bullets which is Very fun when pretty much everyone wields a gun.
Even more fun when you play an artificer who makes her own bullets, and is sitting pretty on a pile of money while everyone has to worry abt using too much of their money on a fight
The party consisted of 1 artificer, 1 rogue, 1 cleric, 1 fighter, and 1 gunlord (setting-specific homebrew class). The gunlord, or closest to gunlord possible because I still have no idea what that player’s class was, joined mid-campaign, but due to real life stuff was not able to appear in most of the sessions past their introduction session.
I tried playing a callous person who only cared about herself, and failed miserably the second the co-DM’s PC shared his horribly tragic backstory. She adopted him on the spot.
#summary#dnd#feel free to send me questions about these campaigns even if they're finished!#i like being able to remember the good and fun things that happened in all of them#also these are Such bad summaries of these game im so sorry in advance if i post Anything about these characters and campaigns#im probably going to edit this later when i find the time to do so because this took Far Longer than I expected#stan hannah i fully was stealing your format of how you organize things in your dnd blog#and then accidentally spiraled about each and every game which made doing a summary for all of them Very Difficult
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I just had The Most Buckwild Dream, i've gotta try to get some of it down
There was this Monty Python-eque group that did these skits about different monsters and the people sent to kill them. My in-dream favorite was "The Ballad of the Bog Monster". Basically, the whole joke of it was that a bunch of mice set off to slay this "bog monster", which turns out to be a cat that hangs out in its litter box. There were three mice: the swashbuckling, black-furred protagonist, the suave white-furred mage, and the fat, grey-furred voice of reason. Think live-action, with fursuits that had ears, but just had a cut-out to show the human face. It was super weird.
And i just went nuts for this thing, guys. I was drawing the mice, wishing that the people who'd written the skit had given more backstory to the characters... and then I decided I was gonna DM a DnD homebrew in this universe.
Three of my friends (I don't remember who now, but they were all people I play DnD with irl) each took the role of one of the mice, and I had them flesh each one out as a character. The black-furred one ended up as a rogue, the defiant heir to a huge trading company who'd decided to run from his responsibility by going adventuring. The white-furred one ended up as a charisma-heavy mage who, in her distant past, had run away from the brothel she'd been groomed in. (Her player was adamant that she would sleep with anyone to get her way, and the rest of the party was like CMON, SHE'S THE ONLY GIRL CHARACTER, WHY THIS.) Finally, the grey-furred one was an older paladin who had come from a long line of military service, and was constantly regaling anyone who'd listen about "the grand accomplishments of his father, and his father's father". The player also renamed him Greg, and I thought this was hilarious, so I let him.
And after we'd all sat and fleshed these characters out, I started a session. It began with the mage having a prophetic dream that the bog monster was moving towards their settlement, and her recruiting the rogue and Greg to help her defeat it.
I woke up here... but come ON, brain, why did this dream need to be so elaborate!!!
#gia speaks#huge block of nonsense under the cut#i blame the fact that i just watched cinderella for the mice#but the rest?? good luck finding meaning in any of that
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