Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Access to Races in a Campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 6749485" data-attributes="member: 29398"><p>OK, I think I'm starting to see where we're coming at this a bit differently...</p><p>Here's one rather big difference: 6-9 months is barely scratching the surface. A good campaign is maturing at 6-9 years and still has legs for more. "Let's roll up some characters and drop the puck" is fine - it's excellent, in fact - but it's (almost certainly) shallow at least to begin with.</p><p></p><p>Fair point.</p><p>I do play with friends, some of whom I know would love to put one over...not so much on the DM, but on the game. New DMs tend to get cut some slack, of course...for a while.</p><p>Perhaps we're a bit more adversarial in our overall approach - call it the 1e influence, perhaps</p><p></p><p>And sometimes you need to be confident enough to win an argument. Let's face it, they happen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm not sure on this one...I've been DMing for over 30 years and I'm still learning the trade...</p><p>...as evidenced by what you so rightly say here.</p><p>Depends on approach, I suppose. Me, I like to have the world mostly designed and rules mostly in place before puck drop; and have a decent idea of the world's history and much better idea of the regional history of where the party will start out - which I can then mine for story ideas later if needed.</p><p>You run full sandbox, then, with the players driving the story? In our lot the DM usually sets a story in motion to begin with, and the players then either run with it as intended or run off with it as very unintended.</p><p></p><p>Before I started my current campaign I storyboarded out what the first few dozen adventures might look like, with ideas for further beyond that if the game lasted long enough. It has, and 7.5 years later I'm now on version 10.2 of that storyboard. It bears very little resemblance to what I started with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Don't you-as-DM also track their treasury - at least the items? We run a mirror list - the players keep a list showing what they know about an item, and I keep a mirror list which shows what the item really does. (there is no auto-knowledge of item properties here, and never will be). This mirror-list system is also really helpful when they get around to valuing and dividing their loot.</p><p></p><p>The players also do their own mapping...but I also have a map, either in a module or drawn out by me ahead of time, with lots more info. I've learned the hard way I'm incapable of designing dungeons on the fly without having one room eventually try to occupy the same space as another. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for the logging, I do that as DM and post it online each week in point form. As player I've tried keeping such records in the past but I've found myself spending so much time writing I'm losing touch with what's happening; and I don't want to stop proceedings while I write it all down. That said, players are on their own hook for recording potentially useful story information; the online log merely shows what they did, not (in most cases) what they know.</p><p></p><p>Lan-"the challenge is then to get some players to actually read the bloody log between sessions"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6749485, member: 29398"] OK, I think I'm starting to see where we're coming at this a bit differently... Here's one rather big difference: 6-9 months is barely scratching the surface. A good campaign is maturing at 6-9 years and still has legs for more. "Let's roll up some characters and drop the puck" is fine - it's excellent, in fact - but it's (almost certainly) shallow at least to begin with. Fair point. I do play with friends, some of whom I know would love to put one over...not so much on the DM, but on the game. New DMs tend to get cut some slack, of course...for a while. Perhaps we're a bit more adversarial in our overall approach - call it the 1e influence, perhaps And sometimes you need to be confident enough to win an argument. Let's face it, they happen. :) I'm not sure on this one...I've been DMing for over 30 years and I'm still learning the trade... ...as evidenced by what you so rightly say here. Depends on approach, I suppose. Me, I like to have the world mostly designed and rules mostly in place before puck drop; and have a decent idea of the world's history and much better idea of the regional history of where the party will start out - which I can then mine for story ideas later if needed. You run full sandbox, then, with the players driving the story? In our lot the DM usually sets a story in motion to begin with, and the players then either run with it as intended or run off with it as very unintended. Before I started my current campaign I storyboarded out what the first few dozen adventures might look like, with ideas for further beyond that if the game lasted long enough. It has, and 7.5 years later I'm now on version 10.2 of that storyboard. It bears very little resemblance to what I started with. :) Don't you-as-DM also track their treasury - at least the items? We run a mirror list - the players keep a list showing what they know about an item, and I keep a mirror list which shows what the item really does. (there is no auto-knowledge of item properties here, and never will be). This mirror-list system is also really helpful when they get around to valuing and dividing their loot. The players also do their own mapping...but I also have a map, either in a module or drawn out by me ahead of time, with lots more info. I've learned the hard way I'm incapable of designing dungeons on the fly without having one room eventually try to occupy the same space as another. :) As for the logging, I do that as DM and post it online each week in point form. As player I've tried keeping such records in the past but I've found myself spending so much time writing I'm losing touch with what's happening; and I don't want to stop proceedings while I write it all down. That said, players are on their own hook for recording potentially useful story information; the online log merely shows what they did, not (in most cases) what they know. Lan-"the challenge is then to get some players to actually read the bloody log between sessions"-efan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Access to Races in a Campaign
Top