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On-going Campaigns, Part 2

Profile by Jay Watamaniuk and Venture

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Ongoing CampaignsOur man in the trenches of on-going campaigns continues his talk on this very popular way to enjoy Neverwinter Nights. This week, he delves into big questions dungeon masters and players must answer before beginning a campaign and tips on where new DMs can get help.

So, you have found a few campaigns from which to choose, or you are thinking about starting your own campaign. What are some of the main differences between campaigns? There are several types of campaigns and they are not mutually exclusive. Most campaigns have a unifying thread that provides some sort of continuity, whether it be the setting, story, or plot. There are a few questions you should ask yourself with respect to any campaign:

DM or no DM?

You should first decide whether or not the campaign will have a dungeon master. Although many players feel that nothing compares to a DMed campaign, a dungeon master is not necessary. Often, the DM is the one who organizes (and recruits players for) the campaign in the first place, so this question might already be decided. However, if a group of players decides to start a campaign, it is entirely possible that one of the players might choose, upon reflection, that he or she would like to be the dungeon master.

What content will be used?

Ongoing CampaignsWhether you are a dungeon master who plans to recruit for a campaign, or a group of players, you will need to decide on what content to use. The quickest way to get a campaign started is to head over to Neverwinter Vault, find a multiplayer module of your liking, and download it. If you'd like a longer campaign, you might want to find a module that is the first in a series of modules. Again, this can be done with or without a dungeon master. Some modules are better suited for play with a dungeon master, and come with helpful documentation. For a good list of such modules, check out the Dungeon Master-Friendly Initiative (DMFI) page, which is maintained by a community group.

Another option, if a dungeon master is involved, is to use original content. If you are the DM, this option involves the most work. There are usually two types of content you must create:

  1. The actual, physical module or modules that you (or someone) will build with the toolset
  2. The plot or story that will bring your physical creation to life

Some dungeon masters do not create a plot or story in advance. Instead, they let player actions decide what happens from session to session. Unless you are confident in your abilities, this is not recommended as it requires the ability to improvise.

A third possibility is to have the campaign take place within a persistent world (assuming you have access to one). For example, a dungeon master and group of players could gather at the same time each week with an overreaching story that unfolds over time within that persistent world.

The above types of content are not mutually exclusive, nor exhaustive. For example, some dungeon masters run campaigns that are based on modules that are downloaded from Neverwinter Vault, but heavily-modified and tailored to the needs of the campaign.

Story driven or player driven?

Some campaigns have an overriding, predetermined story and plot, while other campaigns are completely driven by the actions of the players. Yet others fall somewhere between the two.

Most often, a "story driven" campaign is created and run by a dungeon master. The dungeon master has created a plot that is revealed little by little each session. Players experience the story first-hand through their characters, are active participants in the unfolding of the story, and they can affect its outcome. When the end of the story is reached, either the campaign is over or a new "story" begins. This type of campaign requires a good deal of work in advance, foresight during building to anticipate players' actions, and good organizational skills.

Ongoing CampaignsA "player driven" campaign lets the actions of the players dictate the path of the campaign. The dungeon master will often tailor the sessions to the backgrounds of a particular player character or another. This type of campaign often writes itself; the actions of the characters in one session can plant the seed for what will transpire in future sessions. For example, in the campaign that I run the players took a particular loathing to an NPC from the very first session. I incorporated that NPC into the main story thread, and he became the major antagonist of the player characters for the next year. This type of campaign requires a fair amount of work from week to week as the builder must stay one step ahead of the players.

Most campaigns fall somewhere between "story driven" and "player driven" (which are really just arbitrary labels to attempt to categorize different types of campaigns). Often, a dungeon master or module builder will have a general idea of a plot or story, but let the players' actions steer exactly what twists and turns the story takes.

The above questions are just a few of the more overreaching issues that you will be deciding. Other, less encompassing but still important decisions include what type of setting you will use (fantasy, modern, etc.), what special rules you will incorporate (bleeding, death, experience, resting, etc.), the number of players you will have in your campaign, and, if you are a dungeon master, whether you will go it alone or find another dungeon master to assist you.

I plan to be the dungeon master. How do I prepare for my first session?

This guide assumes that you are already familiar with the DM client. If not, see below for links to some excellent resources to get you started.

If you are using a series of modules built by someone else, you should spend some time familiarizing yourself with the modules before your first session. This typically involves reading through any written materials that came with the modules, examining the modules in the toolset, and then playing through the modules as a player. The last step can be difficult, depending on the module, as some areas might only be accessible through DM intervention, or require action on the part of the dungeon master. If you are unable to play through the module as a player, you should at least jump into the module with the DM client and get a feel for the module. Note that many modules require a dungeon master and do not contain any pre-written NPC conversations. If you are able to play through the module as a player, it is usually a good idea to use a character more powerful than what the module calls for, and, if you are short on time, to equip that character with an item that hastes the character, such as boots of speed.

If you plan to use your own material, that is an entirely different undertaking, and a book could be written on that alone. Suffice it to say that, for starters, you should decide the scope of the campaign you would like to create (see above for a few different types of campaigns). If your campaign will have an overriding plot or story, it is a good idea to sketch out the important plot points, and what actions will trigger important events.

Ongoing CampaignsStart by building enough material for what you think should last at least one session (you might be surprised, when you actually start playing, how far a small amount of material will get you, if you have players that like to role-play). Once you've done that initial building, you will have a rough idea of the speed at which you build, and thus will have an idea how far in advance of your players you will need to stay. Before you play, you should still follow the pre-session steps that you would if you were using someone else's material. If you are building your own campaign, it is likely that you will have built far enough ahead of the players that you will have forgotten much of what you built earlier.

What are some other resources to help get me started?

This guide is just one person's opinions on how to get started with campaign play. There are many experienced players and dungeon masters out there who will have equally important or even better points, or who might disagree on some points. This is because there is no right or wrong way to play Neverwinter Nights - only different ways.

In addition, this guide was written with an eye towards someone new to campaign play. Other resources discuss more advanced topics in greater detail, such as plot progression, building suspense in a campaign, or balancing encounters. Some resources that go more in depth than this guide, or provide other important information, are as follows:

Conclusion

For the average player or dungeon master, the biggest obstacle to starting a campaign is apprehension, or lack of confidence in one's abilities. As long as you are clear up front about your experience, most players are remarkably understanding of one another, and of new dungeon masters, and will even often offer tips for improvement. So, if you have been hesitant to get started, the best thing you can do is take that first step, and start finding some other players to join you. Take the bull by the horns, and don't wait around for someone else to organize a game or campaign. Chances are, others are sitting back with the same apprehensions that you are. Once you get started and have some sessions under your belt, you will look back and wonder why you waited so long in the first place.

~

Related Links

Next week: Venture breaks down the different types of campaigns and offers some advice for fledgling DMs.

Want to comment on this article or read what others have to say about it? Join the official discussion!

 

 

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sab, 21 novembre 2009 09:56

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