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We’ve Only Just Begun: Kickstarting An Epic D&D Campaign With Expert Player Guides

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Manage episode 448302974 series 2777938
Innhold levert av The 3 Wise DMs. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av The 3 Wise DMs eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

We’re getting geared up for some new campaigns to begin. Both our Dragonlance and Journey to Ragnarok campaigns are coming near their finale, so we’ve begun thinking about what’s next up. Just in time, DM Chris sent out his Player’s Guides for the upcoming Lord of the Rings campaign that he’s going to be running in the new year.

In this episode, Tony, Chris, and Dave discuss what makes a good Player’s Guide, what to include, what to leave out, and how they can help to start your campaign off on the right foot before your players ever get to the table.

2:53 What’s different in this campaign from other campaigns?

3:23 Session Negative One; giving your players time before Session Zero to reflect on choices.

8:30 The types of choices in different settings that the players might want to reflect on. Including the one-sheet Dragonlance: Shadow of the Dragon Queen campaign guide.

11:45 Some campaign settings, like Lord of the Rings, require a lot of information prior to starting the campaign. These Player Guides can also be helpful as fodder for character backstories.

13:55 Depending on how experienced your group is will provide how much additional information you send along. Don’t send a 20-page Player Guide to the newbie player, the PHB is MORE than enough.

15:50 Building excitement about the new campaign.

18:30 Assembling the Player’s Guide can serve as a focusing mechanism for you as you build out the campaign.

23:50 Setting the flavor, tone, and rules of the road before players ever come to the table.

25:05 The excitement for the campaign is not just for the players, it’s for the DM as well. Injecting something new keeps your game table fresh.

30:20 Final Thoughts.

  continue reading

156 episoder

Artwork
iconDel
 
Manage episode 448302974 series 2777938
Innhold levert av The 3 Wise DMs. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av The 3 Wise DMs eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

We’re getting geared up for some new campaigns to begin. Both our Dragonlance and Journey to Ragnarok campaigns are coming near their finale, so we’ve begun thinking about what’s next up. Just in time, DM Chris sent out his Player’s Guides for the upcoming Lord of the Rings campaign that he’s going to be running in the new year.

In this episode, Tony, Chris, and Dave discuss what makes a good Player’s Guide, what to include, what to leave out, and how they can help to start your campaign off on the right foot before your players ever get to the table.

2:53 What’s different in this campaign from other campaigns?

3:23 Session Negative One; giving your players time before Session Zero to reflect on choices.

8:30 The types of choices in different settings that the players might want to reflect on. Including the one-sheet Dragonlance: Shadow of the Dragon Queen campaign guide.

11:45 Some campaign settings, like Lord of the Rings, require a lot of information prior to starting the campaign. These Player Guides can also be helpful as fodder for character backstories.

13:55 Depending on how experienced your group is will provide how much additional information you send along. Don’t send a 20-page Player Guide to the newbie player, the PHB is MORE than enough.

15:50 Building excitement about the new campaign.

18:30 Assembling the Player’s Guide can serve as a focusing mechanism for you as you build out the campaign.

23:50 Setting the flavor, tone, and rules of the road before players ever come to the table.

25:05 The excitement for the campaign is not just for the players, it’s for the DM as well. Injecting something new keeps your game table fresh.

30:20 Final Thoughts.

  continue reading

156 episoder

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