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<blockquote data-quote="MNblockhead" data-source="post: 8949041" data-attributes="member: 6796661"><p>I've always preferred the term judge or referee of dungeon/game master. My general style when running campaigns is:</p><p></p><p>1. Give 2-3 options of the kind of campaign I'm interested in running, along with theme, overall playstyle, what the world is like, and any variant/homebrew rules. </p><p></p><p>2. The group comes to a consensus on which campaign we want to play. </p><p></p><p>3. I write up a short campaign guide that spells out an variants from RAW, general expectations for the campaign, etc. Usually there is some back and forth to tweak things. </p><p></p><p>4. Session Zero. One last discussion to make sure everyone is on board. Whether players come with characters already made, make them together, or I run a funnel game depends on the campaign. </p><p></p><p>5. During play, we agree that a ruling can be challenged. I don't mind a bit of rule lawyering, it is actually part of the fun of the game for me. But we keep it very short (a few minutes at most), and I as the judge makes the final ruling. We can revisit between sessions. </p><p></p><p>6. As the campaign progresses, we re-evaluate rules. When something becomes an issue for us, we'll make homebrew something to fix it. For fun we name the rule on the PC or NPC or event that necessitated the rule. </p><p></p><p>Now that I've been running 5e for almost a decade, I've gotten much better at foreseeing certain issues that could arise depending on the type of campaign I want to run. My default style of RAW plus player-vetter homebrew works well in most campaigns, I generally don't throw rules out for story. But that has backfired on me. Most notably in my Curse of Strahd campaign. It was one of my favorite campaigns for almost the entire year we played it, but the ending was anti-climatic, leading to a fairly easy defeat of Strahd and little actual exploration of the castle. This was largely due to my sticking with card reading for Strahd's location. If I would have just fudged the location and had him located somewhere else, it would have been a much more satisfactory ending to the campaign, but I stuck to the rules as presented in the book.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8949041, member: 6796661"] I've always preferred the term judge or referee of dungeon/game master. My general style when running campaigns is: 1. Give 2-3 options of the kind of campaign I'm interested in running, along with theme, overall playstyle, what the world is like, and any variant/homebrew rules. 2. The group comes to a consensus on which campaign we want to play. 3. I write up a short campaign guide that spells out an variants from RAW, general expectations for the campaign, etc. Usually there is some back and forth to tweak things. 4. Session Zero. One last discussion to make sure everyone is on board. Whether players come with characters already made, make them together, or I run a funnel game depends on the campaign. 5. During play, we agree that a ruling can be challenged. I don't mind a bit of rule lawyering, it is actually part of the fun of the game for me. But we keep it very short (a few minutes at most), and I as the judge makes the final ruling. We can revisit between sessions. 6. As the campaign progresses, we re-evaluate rules. When something becomes an issue for us, we'll make homebrew something to fix it. For fun we name the rule on the PC or NPC or event that necessitated the rule. Now that I've been running 5e for almost a decade, I've gotten much better at foreseeing certain issues that could arise depending on the type of campaign I want to run. My default style of RAW plus player-vetter homebrew works well in most campaigns, I generally don't throw rules out for story. But that has backfired on me. Most notably in my Curse of Strahd campaign. It was one of my favorite campaigns for almost the entire year we played it, but the ending was anti-climatic, leading to a fairly easy defeat of Strahd and little actual exploration of the castle. This was largely due to my sticking with card reading for Strahd's location. If I would have just fudged the location and had him located somewhere else, it would have been a much more satisfactory ending to the campaign, but I stuck to the rules as presented in the book. [/QUOTE]
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