When I first set out to be a Dungeon Master decades ago I have to admit I generally followed this basic sequence:

  1. write epic story and epic map
  2. draw individual maps of locations
  3. loosely connect locations together
  4. insert monsters
  5. insert magic items and gold
  6. play game

I experience the same feeling when I look at code I wrote or campaigns I ran decades ago:

“What was I thinking? This seems so silly.”

I have learned over the years how best to prepare and run my campaigns now. (I will leave the reputation of my code of of this discussion)

I will speak primarily in regards to published campaigns as I have only run published campaigns in the past decade.

Items to do before starting a campaign

  1. Read the Players Handbook – Twice

For some ungodly reason, I thought the Players Handbook was only for players and I just needed to read the Dungeon Masters Guide. Nothing could be further from the truth. The Players Handbook is even more important. Read it – Twice.

2. Hold a Session 0

    This is commonly stated, but I use Session 0 to openly discuss the campaign theme and common races and useful classes. I won’t suggest character choices but I find this information will make the game more enjoyable for everyone. I also leave this session open for the players to also ask any questions they have as well.

    3. Read the entire published campaign

      This is another task I rarely did early in my Dungeon Master career. I used to read the required chapters a day before the session. I have since corrected this and I find that I am much better prepared and I make less mistakes if I read the entire campaign. This prepares me for the entire campaign and usually provides me ideas on how I can customize and change the campaign. I also find this reduces my level of stress and I can enjoy the game more.

      4. Create a Masterplot adventure guide

        I talked about how valuable Masterplots are in my previous post:

        Using a Masterplot and Chapter templates – Blog of Holding (blog-of-holding.ca)

        Masterplots allow you as the Dungeon Master to think through the entire plot, the motivations of adversaries, and how to motivate your players. Don’t just assume your players will be motivated by your story – why should they care? Provide a reason and rationale why they would go on a quest and risk their lives. This will help to elevate your campaigns above the Party is good/BBEG is evil simplicity.

        Items to do before every session

        5. Publish session summary recaps

            I started doing this relatively recently and it is a real game-changer for me and my players. I also use the session summary recaps to award inspiration to reward brave or innovative actions. I find it helps to engage players outside of the game and it also gets me motivated about the upcoming session. I also find it generates ideas for me in the upcoming session.

            6. Create a summary of locations the night before a session

              So now that I have read the campaign am I totally ready? Absolutely not. The night before I re-read the required chapter we are likely to play and I write out a summary of the locations. Typically, I will write down the encounters, possible skill checks, and important plot points. If I am playing in person I also write out the monster stat block so I don’t need to always refer to the Monster Manual. This helps me to be prepared and have the encounters go smoothly.

              7. Update shortcuts in Fantasy Grounds

              After I create a written summary of the locations I also kick up Fantasy Grounds and add links to the battlemaps, pages, encounters, parcels, and items I think I will need. This will again allow for the session to go smoothly and minimize interruptions. The ability to save shortcuts in Fantasy Grounds is amazingly helpful and I highly recommend utilizing them.

              8. Review Encounters in Fantasy Grounds

              After I have added the Shortcuts in Fantasy Grounds, I also do a dry run of the encounters and see the locations the tokens are placed on the battlemaps. This helps me to plan out the combat and think of tactics the monsters may take. It also helps me to ensure the players and the monsters don’t overlap each other. I typically will also write down notes for reminders of tactics I want to use.

              9. Have an open mind and an open beer

              Hopefully all of the planning you have down allows you to have an open mind when the players do something you aren’t expecting. That’s the best part – don’t be married to your initial plans and story. Let your players create a new story. You have prepared enough that you will be able to re-craft the story in real-time.

              And finally, have a beer. The session should be as enjoyable for the DM as much as the players. Enjoy the camaraderie and let the story and plot evolve as the players make decisions in ways you never would have thought possible.

                Leave a Reply

                Trending

                Discover more from Blog of Holding

                Subscribe now to keep reading and get access to the full archive.

                Continue reading