D&D 5E Just Finished a Lv.1 thru Lv.20 Campaign -- Ask Me Anything

CleverNickName

Limit Break Dancing (He/They)
Three years, five months, and one week ago, my gaming group rolled up brand-new 1st-level characters for my homebrew 5th Edition D&D campaign.

Last Friday, their story ended.

Now lately, I've noticed a lot of talk about high-level play on these forums. And for all the discussion, I get the impression that not many people have ever played a 5E D&D campaign from 1st level all the way through to 20th level, and so most of what I'm seeing is all theory, rumor, or conjecture. Now I'm just one random moogle on the Internet, and I'm hardly representative of all D&D gamers everywhere, but I will cheerfully talk your ear off about my D&D campaign. So if you have questions about 5E D&D, across all levels of play, ask me anything!

How It Began:
On a quiet street in a quiet town, two brothers were quarreling over a gift idea for their father. A goliath was checking his map and scratching his head, looking for a jewelry store. A firbolg was sitting on a bench eating a piece of fruit and enjoying the weather, while a young student rushed past, muttering under his breath and tugging at the collar of his starchy, scratchy Guild robes. It was a completely ordinary summer day...until it wasn't.

Just as the goliath looked down at his map and the student rushed past the quarreling brothers, an explosion blew out the front window of the alchemy shop on the corner. Burning debris flew into the street, passers-by scattered, and crackling yellow flames consumed the awning. And from somewhere upstairs, a baby cried.

Those five strangers--the quarreling brothers, the tardy student, the lost goliath, and the hungry firbolg--wasted no time. They bravely rushed through fire and broken glass and splintered wood to save the life of a stranger. They were hailed as heroes in the town paper, and gained a reputation for being fearless men of action.

How It Ended:
Those five heroes stood shoulder-to-shoulder on the deck of The Maker's Mark, their liege's flagship. They were sailing straight into a storm, black and angry on the horizon, and carrying the hopes and fears of an entire kingdom with them. On this fateful mission, they would either destroy Slarkrethel, the ancient kraken who would drown the world and ascend to godhood--or they would all die trying.

The following dawn, the storm had passed. The rising sun revealed a grim picture: the Fathomless Sea was littered with the splintered wreckage of a warship, its waters were stained red with blood. A makeshift raft drifted aimlessly on the ocean current, where four heroes sat in weary, stunned silence.
 
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Did you have any in-game separations of the group for long periods of time (2 or more sessions)?

If so how did you balance and make sure everyone still had fun?
We had no long-term separations, no...but there were gaps.

We play online over a VTT (using Roll20 and MS Teams), and we coordinated our gaming schedules with a shared Google Doc. We had 71 gaming sessions over the 174-week lifetime of the campaign--so on average, we had one gaming session every 2-1/2 weeks. To keep things fresh between sessions, I would write little recaps and post them to the game's splash page in Roll20, making sure to include plot points, NPC names, and other important details that I didn't want people forgetting.

The longest gap we had was when I was studying for my licensure exam, and had to miss six consecutive weeks. During that time, one of my players stepped forward and ran a Call of Cthulhu one-shot (also over Roll20). I call it a "one shot," but it was actually three gaming sessions.
 

Is everyone satisfied with the ending? You included?

Has preparation begun on the next campaign? Are you going to use the new 5.5e?
 

Is everyone satisfied with the ending? You included?
I really enjoyed the ending--it went about as well as it possibly could have gone. It had it all: dire threat, noble sacrifice, romance, rigorous combat tactics, world-shaping consequences.

When the tide began to turn against the kraken, he attempted to use a wish to escape...and our artificer (no longer a bumbling student) burned the 5th level spell slot he had been saving to counterspell it. When that happened, everyone sat up in their chairs and cracked their knuckles, including me. It was about to GO DOWN.

It wasn't ever going to be a "happily ever after" kind of ending--they knew that going in--but the one hero choosing to sacrifice himself to save his family was just so bittersweet and elegant. I love my players.

Has preparation begun on the next campaign? Are you going to use the new 5.5e?
Yep. I posted a whole other thread about it a few weeks ago.

We won't be using the revised rules, no. We already have Xanathar's, Tasha's, Volo's, etc. in our Roll20 game, and our incoming DM decided that the changes in the revised 5E weren't really worth the extra expense.
 
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Was this West Marches sandbox style, or did you have a metaplot int he background that developed as you went?
 

Was this West Marches sandbox style, or did you have a metaplot int he background that developed as you went?
I'm allergic to railroads...this was all done in a big giant sandbox. I used tons of random tables from @SlyFlourish and my own design, and when it came to major plot points and rewards I left it up to the players. I rarely had more than a few generic maps (special thanks to @Dyson Logos and @Turgenev for all that they do for the community) and a rough outline written in Google Docs. Everything else was done through improvisation and theater of the mind.

There were exceptions, however: when the party was going to be on a fixed trajectory for a few gaming sessions (like a lengthy ocean voyage, or an extended visit to a family member's house), I would map it all out carefully and prepare a module in Google Docs. I only did this a couple of times, and only because the players had "painted themselves into a corner," so to speak.

I also try to involve the players as much as possible. If they found a magical weapon, I asked a player to describe what kind of weapon it was (my notes said "flame tongue," but the player said "halberd," so that's how they ended up with a flaming halberd.) If they found a spell scroll, I asked a player to tell me what Xth level spell was written on it. That sort of thing. Less work for me, and more engaging for the players.

After that first adventure when the heroes saved the baby from the burning shop, I had everyone roll a d20. I asked the player who rolled the highest, "who did this shop belong to?" He chose one of the merchants in my campaign handout, who was a member of the Arcane Academy--the same school that the artificer was attending. That meant they would gain favor with the Academy, be rewarded with some potions and scrolls, and would get to know the professors and politics of the local college. If he had said "a priest from the Temple of Dawn," they would have gotten different rewards, and the campaign could have had a very different tone.

It's definitely not everyone's cup of tea. But I like surprises...even as a DM. So I set the tent posts, and the players hang the canvas.
 
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We finished our level 1 to 20 campaign last week as well. As GM I learned that PCs are awesome , filled with surprises, and at high level the monsters have no chance so dont burst into tears when they slaughterise everything you have prepped.
We play at a very good pace but some encounters did take over two hours.
Looking forward to some low level stuff n different games
 

We finished our level 1 to 20 campaign last week as well. As GM I learned that PCs are awesome , filled with surprises, and at high level the monsters have no chance so dont burst into tears when they slaughterise everything you have prepped.
We play at a very good pace but some encounters did take over two hours.
Looking forward to some low level stuff n different games
Oh yeah, this is SO TRUE.

Welcome to the One-Twenty Club!
 


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