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Your favorite way to start a D&D campaign?
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<blockquote data-quote="jgsugden" data-source="post: 8438091" data-attributes="member: 2629"><p>My standard design for a campaign: </p><p></p><p>0.) I come up with a basic setting plan. This takens place 6 months to 10 years before the game hits the table.</p><p></p><p>1.) Interest Discussions - I find out what intrigues the players and start working it into my plans. These begin 6 to 12 months before we start playing.</p><p></p><p>2.) Session 0. This is 2 weeks before session 1. It starts with a discussion, then character creation, then a brief introduction that pulls them towards.... </p><p></p><p>3.) ... a stereotypical cliche hook that gets them started on an adventure at level 1 on day 1. Levels 1 and 2 are all about oritentation - learning what your PC can do, what your allies can do, and layering exposition and action to set the stage for the future, but ...</p><p></p><p>4.) ... levels 1 to 4 are on the railroad - there is a clear destination for them to reach around level 4. The group can deviate from it, but I do not expect them to do so. They'll usually get to this point after 8 to 12 (4 hour) sessions. If they do deviate, I plot to get them to a place that allows the ...</p><p></p><p>5.) ... Sandbox openning. There is an event that opens up the sandbox aspect of the game. They might be forced to a new location, acquire a Spelljammer Helm, get a vague mission that sends them into a megadungeon area, etc... They'll have multiple hooks introduced to them each session and will have a chance to pick up the ones they want, but there is nothing required for them to do. They'll often be able to choose whether they want to get involved in politics, in dungeon delving, in exploration, or in one of many short adventures. This will run for 30 to 50 sessions. There is far too little time to resolve all of the hooks - and the ones they do not address impact the world as much as the ones they do.</p><p></p><p>6.) They'll acquire information as they adventure and level up. While a lot of that information points at other hooks, they'll also be acquiring information that will point them towards ...</p><p></p><p>7.) ...the big finish railroad that comes up around the time they hit level 17. They'll start moving towards a path that will end with the culmination of the campaign. While there will be room to close up some other loose ends still, there will be a pressure on them to solve the big problem of the setting before all is lost. This will take about 6 to 8 sessions and will end somewhere between levels 18 and 20. It is designed to end 'the story', and to force the PCs to account for the decisions they made in their careers. </p><p></p><p>8.) The Coda(s). I try to run one or more 'Coda' adventures when I can get that group back together. These take place at least 6 months after the end of the campaign and are a chance to revisit the PCs that have retired. These may focus on hooks that were left unfinished in the main campaign, a standalone adventure, or something that sets up action in other campaigns of mine in which the players may be active. These are <em>often</em> extremely difficult adventures with a moderate chance of a TPK.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8438091, member: 2629"] My standard design for a campaign: 0.) I come up with a basic setting plan. This takens place 6 months to 10 years before the game hits the table. 1.) Interest Discussions - I find out what intrigues the players and start working it into my plans. These begin 6 to 12 months before we start playing. 2.) Session 0. This is 2 weeks before session 1. It starts with a discussion, then character creation, then a brief introduction that pulls them towards.... 3.) ... a stereotypical cliche hook that gets them started on an adventure at level 1 on day 1. Levels 1 and 2 are all about oritentation - learning what your PC can do, what your allies can do, and layering exposition and action to set the stage for the future, but ... 4.) ... levels 1 to 4 are on the railroad - there is a clear destination for them to reach around level 4. The group can deviate from it, but I do not expect them to do so. They'll usually get to this point after 8 to 12 (4 hour) sessions. If they do deviate, I plot to get them to a place that allows the ... 5.) ... Sandbox openning. There is an event that opens up the sandbox aspect of the game. They might be forced to a new location, acquire a Spelljammer Helm, get a vague mission that sends them into a megadungeon area, etc... They'll have multiple hooks introduced to them each session and will have a chance to pick up the ones they want, but there is nothing required for them to do. They'll often be able to choose whether they want to get involved in politics, in dungeon delving, in exploration, or in one of many short adventures. This will run for 30 to 50 sessions. There is far too little time to resolve all of the hooks - and the ones they do not address impact the world as much as the ones they do. 6.) They'll acquire information as they adventure and level up. While a lot of that information points at other hooks, they'll also be acquiring information that will point them towards ... 7.) ...the big finish railroad that comes up around the time they hit level 17. They'll start moving towards a path that will end with the culmination of the campaign. While there will be room to close up some other loose ends still, there will be a pressure on them to solve the big problem of the setting before all is lost. This will take about 6 to 8 sessions and will end somewhere between levels 18 and 20. It is designed to end 'the story', and to force the PCs to account for the decisions they made in their careers. 8.) The Coda(s). I try to run one or more 'Coda' adventures when I can get that group back together. These take place at least 6 months after the end of the campaign and are a chance to revisit the PCs that have retired. These may focus on hooks that were left unfinished in the main campaign, a standalone adventure, or something that sets up action in other campaigns of mine in which the players may be active. These are [I]often[/I] extremely difficult adventures with a moderate chance of a TPK. [/QUOTE]
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