What are the top five essential ingredients that make up a good campaign?

alsih2o said:
1. a good d.m.

2. willing players, who get along

3. whatever

4. whatever

5. whatever

:p and i am quite serious.

When I saw this thread, I thought "there are 5?"
The only two I could think of was a good DM and good players. It appears that Clay got here first with his post.
 

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Well, I do not think the original poster wanted just “good DM and good players” – I will assume you already have good ones. We have a good DM in our group, and some good players, but have had bad (short lived) campaigns.

1) A good simple plot. Yes, you can have twists, but if you make your storyline a Byzantine mess of a million and one plot hooks, twists, turns, etc, it will leave both the DM and the players frustrated. For the DM, why create so much if you will be disappointed that they missed Cool Hook #47, or did not fall for Twist #22?
2) Interesting and colorful NPCs. Would the PCs rather encounter Hamlet, Indiana Jones, Robert Shaw/Capt Quint from Jaws, Joan of Arc, Clint Eastwood in The Good, the Bad & the Ugly, or a bunch of wooden stiffs? Would you rather have your big bad villain be a Darth Vader or Sheriff of Nottingham, or some bland wimp?
3) Starting slowly. If a campaign is meant to last, you will find out soon enough. No need to break out all the stops the first few weeks. Have a general plan of how Low Level Adventure XXYZ can develop into a long term campaign, but do not kill yourself for details right away. Maybe in week two, the players will decide, “Hey we hate this adventure/world, can we do something else?” But, if they are going for 4, 5 or 6 sessions, they will get attached to their characters and want the game to go on. As a PC, I always like to think back and say, “wow, and to think back that first week, a party of 4 goblins almost took out the whole party…”
4) Challenge the players, but do not overwhelm them. If the PCs have to face too many Run Away or Die situations, they will get frustrated. There is nothing better than in a big, climactic battle where everybody down to their last few hit points with everything riding on the next swing of your weapon or casting of your spell. We had a climactic battle once in a Conan world campaign where we had 4 unconscious PCs and 1 guy with one hit point left to drag the four guys out of the evil temple as it collapsed. That was good. (We make all our to hit and damage rolls in public on the center of the table, so no DM fudging on the damage)
5) For the players – try to work together and be heroes.
 

As in many things, Wulf Ratbane's post got right to the heart of the matter and summed it up brilliantly. Damn his pithy and insightful comments! Oh... um sorry...

Though he didn't mention food, I think any list of necessary components to human endeavor should include some mention of comestibles.
 

alsih2o said:
1. a good d.m.

2. willing players, who get along

3. whatever

4. whatever

5. whatever

:p and i am quite serious.

I'm not quite so sure. With the same group of players I sometimes run good campaigns, sometimes run bad campaigns, and sometimes run great campaigns. If you're right, then to get good results more reliably, I either have to become a different (better) GM or make (or choose) willinger players who get along better.

How do I do those things, especially the first?

Regards,


Agback
 

Agback said:


I'm not quite so sure. With the same group of players I sometimes run good campaigns, sometimes run bad campaigns, and sometimes run great campaigns. If you're right, then to get good results more reliably, I either have to become a different (better) GM or make (or choose) willinger players who get along better.

How do I do those things, especially the first?

Regards,


Agback

my initial point was that with a good dm and willing players who get along any genre or system could have a good campaign.

i do not disagree with other posters, lots of things are important. but i find what is universally required is a good dm and willing players who get along :)

mine is a food and shelter statement :)

note that he asked for essential ingredients, not sure things

i think if you want to have a good campaign these things are essential. many others are not.
 
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It's really an adventure checklist, and more than 5 things, but I must quote the immortal Robin Laws:

- odd customs
- crafty swindles
- heated protests and presumptuous claims.
- casual cruelty
- weird magic
- Strange Vistas
- Ruined Wonders
- Exotic Food
- Foppish Apparel
 


Pardon me if Someone already mentioned these before...

1.) A purpose. It doesn't matter what it is, but the PCs must have a purpose, be it epic heroism or gaining another level.
2.) A Serious tone. Lighthearted games are fine, but the players (and the DM), must treat the game with some respect and descrepency. Nothing kills a game like silliness.
3.) A DM who knows most of the important rules and can fake them when needed. Nuff said.
4.) Interesting environs. Repitition leads to anger, anger leads to boredom, boredom leads to suffering.
5.) Cooperation. Players and the DM must work together to tell the story. Antagonism leads to destruction.

Of course, there is the alternate list.

1.) Kewl Weapons.
2.) Uber Spells.
3.) Naked Elf-Babes.
4.) Drow elf Rangers.
5.) Naked Drow Elf Ranger Babes with Kewl Weapons and Uber Spells!!!

IT MUST BE MINE!!!!
 

The ex-campaign sketch

Our top essential ingredient is a good DM... a good DM and good players... good players and a good DM....

Our TWO top essential ingredients are a good DM and good players... and commmunication....

Our THREE top essential ingredients are a good DM, good players, and commmunication... and an almost fanatical devotion to Naked Drow Elf Ranger Babes with Kewl Weapons and Uber Spells....

Our FOUR... no...

Amongst our top essential ingredients... Amongst our ingredients... are such elements as a good DM, good players...

I'll come in again.

(Insert sketch replacing "spam" with "gnomes" here.)


Cedric.
aka. Washu! ^O^
 

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