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General Tabletop Discussion
*Dungeons & Dragons
What's the Most Valuable DM Prep Between Campaigns?
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<blockquote data-quote="Lanefan" data-source="post: 8399283" data-attributes="member: 29398"><p>In vague sequence with lots of overlap, this is what I did for my current campaign:</p><p></p><p>Top-to-bottom rules review and kitbash - what worked last time, what didn't, and what have I been holding back on so as not to disrupt the last campaign. This is ongoing, all I'd be doing here is tying together and finializing decisions I'd made during the last campaign.</p><p></p><p>Design the physical setting - maps, realms, cultures, and - most important - history. This is the long slow bit, and can easily eat up six months to a year* to do right.</p><p></p><p>Use the setting design and history as an ideas mine to figure out some story ideas - preferably lots of 'em - such that once play begins, if one or more of those ideas resonates with the players I can run it easily. At the same time, figure out a list of standalone adventure modules or ideas; not everything has to tie in to a Story. <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>Recruit players.</p><p></p><p>Drop the puck.</p><p></p><p>* - this might seem like a long time but when the setting is going to be asked to hold up over a 10+-year campaign, it's worth spending the time to do right.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8399283, member: 29398"] In vague sequence with lots of overlap, this is what I did for my current campaign: Top-to-bottom rules review and kitbash - what worked last time, what didn't, and what have I been holding back on so as not to disrupt the last campaign. This is ongoing, all I'd be doing here is tying together and finializing decisions I'd made during the last campaign. Design the physical setting - maps, realms, cultures, and - most important - history. This is the long slow bit, and can easily eat up six months to a year* to do right. Use the setting design and history as an ideas mine to figure out some story ideas - preferably lots of 'em - such that once play begins, if one or more of those ideas resonates with the players I can run it easily. At the same time, figure out a list of standalone adventure modules or ideas; not everything has to tie in to a Story. :) Recruit players. Drop the puck. * - this might seem like a long time but when the setting is going to be asked to hold up over a 10+-year campaign, it's worth spending the time to do right. [/QUOTE]
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What's the Most Valuable DM Prep Between Campaigns?
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