Page 36 - Dungeon Master's Guide
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CHARACTER NAMES                                    A campaign about confronting the inevitability of
                                                                 mortality, whether embodied in undead monsters or
              Part of your campaign style has to do with naming
                                                                 expressed through the death of loved ones.
              characters. It's a good idea to establish some ground
                                                                 A campaign revolving around an insidious evil,
              rules with your players at the start of a new campaign.
                                                                 whether dark gods, monstrous races such as the
              In a group consisting of Sithis, Travok, Anastrianna,
                                                                 yuan-ti, or creatures of unknown realms far removed
              and Kairon, the human fighter named Bob II sticks out,
                                                                 from mortal concerns. As heroes confront this evil,
              especially when he's identical to Bob I, who was killed
                                                                 they must face the selfish, cold tendencies of their own
              by kobolds. If everyone takes a lighthearted approach
                                                                 kind as well.
              to names, that's fine. If the group would rather take the
                                                                 A campaign featuring troubled heroes who confront
              characters and their names a little more seriously, urge
                                                                 not only the savagery of the bestial creatures of the
              Bob's player to come up with a more appropriate name.
                                                                 world, but also the beast within- the rage and fury
               Player character names should match each other    that lies in their own hearts.
              in flavor or concept, and they should also match the   A campaign exploring the insatiable thirst for power
              flavor of your campaign world-so should the non player   and domination, whether embodied by the hosts of the
              characters' names and place names you create. Travok   Nine Hells or by humanoid rulers bent on conquering
              and Kairon don't want to undertake a quest for Lord   the world.
              Cupcake, visit Gumdrop Island, or take down a crazy
                                                                 With a theme such as "confrontation with mortality,"
              wizard named Ray.
                                                                you can craft a broad range of adventures that aren't
              CONTINUING OR                                     necessarily connected by a common villain. One
                                                                adventure might feature the dead bursting from their
              EPISODIC  CAMPAIGNS
                                                                graves and threatening to overwhelm a whole town.
              The backbone of a campaign is a connected series   In the next adventure, a mad wizard creates a flesh
              of adventures, but you can connect them in two    golem in an effort to revive his lost love. A villain could
              different ways.                                   go to extreme lengths to achieve immortality to avoid
                In a continuing campaign, the connected adventures   confronting its own demise. The adventurers might
              share a sense of a larger purpose or a recurring   help a ghost accept death and move on, or one of the
              theme (or themes). The adventures might feature   adventurers might even become a ghost!
              returning villains, grand conspiracies, or a single
              mastermind who's ultimately behind every adventure   VARIATIONS  ON A THEME
              of the campaign.                                  Mixing things up once in a while allows your players
               A continuing campaign designed with a theme and   to enjoy a variety of adventures. Even a tightly themed
              a story arc in mind can feel like a great fantasy epic.   campaign can stray now and then. If your campaign
              The players derive the satisfaction of knowing the   heavily involves intrigue, mystery, and roleplaying, your
              actions they take during one adventure matter in the   players might enjoy the occasional dungeon crawl-
              next. Plotting and running that kind of campaign can   especially if the tangent is revealed to relate to a larger
              be demanding on the DM, but the payoff is a great and   plot irr the campaign. If most of your adventures are
              memorable story.                                  dungeon expeditions, shift gears with a tense urban
               An episodic campaign, in contrast, is like a television   mystery that eventually leads the party into a dungeon
              show where each week's episode is a self-contained   crawl in an abandoned building or tower. If you run
              story that doesn't play into any overarching plot. It   horror adventures week after week, try using a villain
              might be built on a premise that explains its nature: the   who turns out to be ordinary, perhaps even silly. Comic
              player characters are adventurers-for-hire, or explorers   relief is a great variation on almost any D&D campaign,
              venturing into the unknown and facing a string of   though players usually provide it themselves.
              unrelated dangers. They might even be archaeologists,
              venturing into one ancient ruin after another in search   TIERS OF PLAY
              of artifacts. An episodic game like this lets you create
                                                                As characters grow in power, their ability to change the
              adventures-or buy published ones- and drop them into
                                                                world around them grows with them. It helps to think
              your campaign without worrying about how they fit with
                                                                ahead when creating your campaign to account for this
              the adventures that came before and follow after.
                                                                change. As the characters make a greater impact on the
                                                                world, they face greater danger whether they want to
              CAMPAIGN THEME
                                                                or not. Powerful factions see them as a threat and plot
              A theme in a campaign, as in a work of literature,   against them, while friendly ones court their favor in
              expresses the deeper meaning of a story and the   hopes of striking a useful alliance.
              fundamental elements of human experience that the   The tiers of play represent the ideal milestones for
              story explores. Your campaign doesn't have to be a work   introducing new world-shaking events to the campaign.
              of literature, but it can still draw on common themes   As the characters resolve one event, a new danger
              that lend a distinctive flavor to its stories. Consider   arises or the prior trouble transforms into a new threat
              these examples:                                   in response to the characters' actions. Events.need to
                                                                grow in magnitude and scope, increasing the stakes and
                                                                drama as the characters become increasingly powerful.


              CHAPTER  I  I A WORLD  OF YOUR OWN
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