D&D 5E As a Player, what would be your Ideal Campaign?

The DM's ability to run a coherent, engaging game that ensures all the players have a chance to shine and have fun is far, far more important than any of those factors for me.

I'll play in a setting I don't much care for with mechanical choices I'm not a huge fan of if the DM can make it fun.
 

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If I ever got to play, ever, I think my metric for an enjoyable game would probably simply be:

1) No illusionist GMing and no railroading - a player driven game
2) Genre coherence
3) General intraparty theme coherence but with some issues that are divisive that will have to be sorted out through play
4) GM making the game's conflicts about 3 above and making them interesting
5) Good pacing
 

I guess more than setting and rules variants what really defines a campaign for me would be if it's an open world hex crawl type of thing, with no predetermined plot, or a story driven saga with some kill the bad guy/save the world climax. These days I would be more interested in trying the former. Also important, is the GM rolling dice in the open? And if he doesn't, does he fudge a lot to keep the game going where he wants, or just a little to prevent party wipes? I like to see all the rolls or I'll immediately start to think the GM is cheating to lead me where he wants. But maybe I'm just paranoid.
 

The short answer to this is: my ideal campaign would be one where the DM DMs like me and I play not-like me. May need to ruminate on this further...
 

You are a player looking for a new game. You have just moved to a new city, so none of your gaming friends are available.

The "new city, no gaming friends" part changes my answer significantly.

While at a convention I'll game with people I won't see again, I've learned that it not worth getting together with people you don't like (not saying dislike, just little in common with) just to game. So I'd join some games at FLGS to get a feel for other players and GMs, and from there look to get invited to a home game with some people like (trusting them on the others). I don't think I'd be overburdened with too many choices that I could afford otherwise to be picky.

Let me flip it around: Dozens of friends are playing and I'm in the place to join a new game. What do I want to join.

First, given the option I'd prefer to get in at a campaign start rather than an ongoing campaign. Plot arcs around your character, get to learn them mechanically from 1st, understand all the background and recurring NPCs and foes, etc. That's not a deal-killer, but a strong point.

Second, I enjoy BOTH heavy RP with shades of grey and lots of combat. Both as in both at the same time, though combat is the more disposable of them - in a good campaign where we often will have multiple sessions between combats. On the other hand I find that I don't like campaigns where I need to piece together clues from two years ago RL time and a chance remark an NPC made last session, even though I run those.

Two years makes a good point - I like long running campaigns that are more serial than episodic, where I can make a change in the world (including by failure). I like games where the DM is up for more than one possible solution. I like games where there are multiple directions to go and the PCs need to prioritize and figure things out.

The actual setting is likely either neutral or a big plus. Heh. For example, most faux-medieval-european-with-elves-and-magic are interchangable to me, so neutral. Though something like the FR has so much stuff that my character should know and a DM might expect us to know without telling us, so that would be a negative. Actually, stuff where I as player can help flesh out is much nicer than things like FR. Something new (especially including homebrews that do shake things up) are usually a big plus, especially if the DM is good about presenting new knowledge the characters have but the players don't. My first time in Eberron was great! Dark Sun as well.

I prefer more serious games with some levity. Silly games don't keep my interest in a campaign though I've enjoyed one-shots or short-runs of Toon, Paranoia, TFOS and the like. I also like games with heavy RP (as mentioned) and a modicum of intra-party drama (with NO inter-PLAYER drama) to spice it up.

I like character customization, so options are good. The most memorable games are where the DM wants a particular feel, so adding/removing options as long as there's a theme is not only okay but encouraged. A good system lets people play the archetypes of the world - a great system encourages it.
 

As others have said, playing with fun people and a great DM trumps pretty much any other factors. But if we are talking IDEAL campaign then I would say:

Setting: Greyhawk is my hands down favorite. Eberron is pretty cool if I am looking for something different than vanilla fantasy.

Theme/Tone: I enjoy campaigns were the plot slowly emerges over time - the characters find threads of shadowy conspiracy and hints of dark threats. With each adventure a few more puzzle pieces fall into place until the true scope of the danger is known and the heroes can confront it in a climactic showdown. Shackled City and Age of Worms APs are two great examples of this.

Options and Variant Rules: At this point in 5E I feel things are new enough that there are not any particular rules options that I love or hate. I am sure that will change as time goes on.

The one issue not on your list that is a big game breaker for me is DMs who fudge die rolls to make sure that no characters ever die. I don't like having characters die, but the risk that this will happen is part of the fun for me. If you are just going to ignore die rolls when bad things happen, then we are not playing a game - we are just telling stories.
 

  • How important is the setting?
  • How important is the theme or tone of the game?
  • What character options have to be there?
  • Which ones have to be removed/avoided?
  • What optional, variant, or house rules does the GM have to play with?
  • Which variant or optional rules will you refuse to play with?

Setting:
I prefer traditional medieval fantasy settings with lots of races running around. Also I'd prefer a homebrew, or a premade setting that's mostly just a framework with lots of blanks that the group can fill in. I prefer there to be dragons in the setting, and if so they must *not* be the big force of evil. I greatly dislike killing dragons. Actually, that goes for pretty much anything reptilian, but dragons especially (thus cutting out a lot of the traditional fantasy bad guys :P).

Theme:
I tend to prefer more serious, though that doesn't mean humor is absent, it's just not silly. I'd like to try out some of the more exploration types of games over the big monolithic "Save the world from the bad guy".

Character Option to include/exclude:
I like as many options as possible, within the realm of western medieval fantasy (so I'd prefer to not have psionics or the more eastern themed things, generally). I greatly enjoy options that let me have a positive relationship towards dragons, or be a dragon (sadly, not yet in 5E). I would be highly uncomfortable adventuring with someone who took a dragonslayer class/options/focus; leave those for the antagonists.

Rules variants to include/exclude:
I do like to tinker around with the rules a bit, but I don't have a set preference on what to include or exclude. This can be highly variable from game to game.

So really, the biggest thing for me is the role dragons have in the game; if you can answer yes to "will we be hunting lots of dragons to slay" then that is not the game for me. (Sadly, most published settings/adventures these do seem to have that "feature" :P )
 


For me, an ideal D&D game has a DM who isn't a tyrant or pedant and gives some leeway to the players. They should also have a good sense of humour (not as in cracking jokes all the time, but they should be able to take the odd joke here and there without getting annoyed).

Having good players is equally important though. I don't want to play with people who have overbearing personalities, otherwise I'll probably just end up silent for the whole game, other than to declare my actions. I'd like the other players to have well thought out characters with at least one line of backstory. I also really don't like playing with people who have Mary Sue PCs...
 

You are a player looking for a new game. You have just moved to a new city, so none of your gaming friends are available. If you could pick the ideal campaign, as a player, what would it be? What are the important elements that a campaign would need to have to keep you going back week after week?

  • How important is the setting?
  • How important is the theme or tone of the game?
  • What character options have to be there?
  • Which ones have to be removed/avoided?
  • What optional, variant, or house rules does the GM have to play with?
  • Which variant or optional rules will you refuse to play with?


>>>To keep this from devolving into an edition war, let's assume we are talking about a 5e D&D campaign.<<<
I hope you don't think I'm being facetious, but this is genuinely true: I really don't care about any of those. Perhaps if I moved to a city where the streets were drowning in roleplayers, I might start to consider filtering at such a level, but I've never encountered such a place (except in my dreams...).

I will add one rider, though: I won't play in evil campaigns, and I won't play with people I don't like.
 

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