D&D General 3 Secret Ingredients for a Great D&D Campaign?

BookTenTiger

He / Him
What are three secret ingredients that you think help raise a D&D campaign from good to great?

I'm not talking the big, obvious stuff: a DM who listens, engaged players, a consistent game time, etc.

I'm talking about small, specific things, those little pinches of sugar or spice that make a campaign pop. They might not be obvious to the players, but you know that they work.

Here are my three secret ingredients:

1) Lots of things to spend money on.

In each location I like to put a few big, frivolous things that the PCs can spend gold on. Real estate, fancy mounts and barding, fine clothes, blessings... It's a lot more fun for characters to find gold when they know there are fun ways to spend it!

2) NPC Fans

Campaigns are usually full of suspicious townsfolk, stubborn guards, and all-knowing immortal mages... I make sure to sprinkle in a few NPCs who really like the characters. It might be a kid who idolizes the paladin, a smithy who dreams of being an adventurer, or a cultist who worships the warlock. Putting in a few NPCs who unabashedly like the characters helps make the heroes seem even more heroic.

3) Local Cuisine

I try to pick a unique food or drink for each location in my campaign. I think food can be a really memorable and fun element. 20 years ago I introduced a merchant who sold Honey Bread, thick sliced soft bread absolutely soaked with honey. We still laugh about it to this day.


What are three of your secret ingredients?
 

log in or register to remove this ad



Lanefan

Victoria Rules
1) Always be ready and willing to laugh with the game, about the game, and at the game. Taking it all too seriously is a game-killer.

2) Stupid and-or unwise PCs and their resulting stupid and-or unwise in-game actions are pure gold. Try not to punish them too harshly.

3) Beer.
 


Yora

Legend
Interesting choices. This indicates a completely different approach to running games than mine.

I guess my three special tools would be:

- Wandering Monster Tables that reflect the current area. Especially when they provide clues about monster lairs nearby, giving the players hints what they should be prepared for.

- Rumor Tables that give players hints about sites, creatures, and people in the area, which they could decide to keep a look out for.

- Reaction Rolls. Unless the party encounters creatures that always react the same way or who already know about the PCs, the reaction of creatures and NPCs is randomized. Both for wandering monsters and fixed area encounters. They might be hostile or friendly regardless of their look, or agressive or ready to flee, and the only way to tell is to let them spot you.

Special Special Tool: Let the players roll the dice for wandering monsters and tell them what will happen on each number before rolling.
 

Mort

Legend
Supporter
While not universal, I've found these work well:

1. Have the group come up with a fun concept at session 0 some we've had: players were employees of Morgrave University, players all worshiped/were associated with the Silver Flame, current one is looser - they are all members of the Greyhawk Adventurer's guild.

2. Rivals. Make sure the PCs know that they're not the only game in town and if they don't do something there are others who will. Even more fun if they are somehow forced to work together on some occasions.

3. Edible enemies. You kill it, you eat it - share at your discretion (for assists etc.). Great player motivator.
 

BookTenTiger

He / Him
1) Always be ready and willing to laugh with the game, about the game, and at the game. Taking it all too seriously is a game-killer.

2) Stupid and-or unwise PCs and their resulting stupid and-or unwise in-game actions are pure gold. Try not to punish them too harshly.

3) Beer.
#2 is a big one! I find if I punish unwise or rash decisions too much, the players play way too cautiously and it's just not as fun.
 

BookTenTiger

He / Him
Interesting choices. This indicates a completely different approach to running games than mine.

I assume most people use different secret ingredients!

I guess my three special tools would be:

- Wandering Monster Tables that reflect the current area. Especially when they provide clues about monster lairs nearby, giving the players hints what they should be prepared for.

- Rumor Tables that give players hints about sites, creatures, and people in the area, which they could decide to keep a look out for.

- Reaction Rolls. Unless the party encounters creatures that always react the same way or who already know about the PCs, the reaction of creatures and NPCs is randomized. Both for wandering monsters and fixed area encounters. They might be hostile or friendly regardless of their look, or agressive or ready to flee, and the only way to tell is to let them spot you.

Special Special Tool: Let the players roll the dice for wandering monsters and tell them what will happen on each number before rolling.
I really like to use random tables too, it makes the game surprising and fun for me as the DM!
 

Scribe

Legend
Play to your crowd. If the players are serious about the numbers, be tight. If the players are in it for the laughs, be loose.

Laugh anyway. The game is still to be enjoyed, and if you cant laugh with your table, try and figure out why.

Be open. I like to keep it very clear what is being rolled for, what is potentially happening, and what consequences may be. I hate the feel bads when someone didnt understand the implications of something.
 

Remove ads

Top