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The End Is The Beginning

One of the great things about role-playing games is that they are a shared story-telling experience. No matter what the DM might have plotted out as a story arc, as soon as the players get their characters into the action things are going to change. This is an expected part of the experience. The outcome is not set (although it’s a pretty good bet that the heroes will be victorious). But what if the players and DM set the end before the game ever begins?

Imagine that five players and a DM get together to begin a new level 1 campaign. Before anyone talks about character concepts or story ideas, the DM begins with the end. He gives a very high-level overview of how he sees that campaign ending at epic level. The players are then encouraged to help shape this final battle. They each get to talk about their character (the ones they’re about to create) and how they see these characters participating.

Before anyone even opens character builder or fills out a character sheet, this final epic battle is described in great detail. The heroes save the world and defeat the evil on the very first night. Now they’re ready to begin.

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Adventure Builder Workshop: Henchmen & Antagonists

If you’ve started to notice a trend of overlapping topics in the Adventure Builder Workshop series, today’s post will come as no surprise. Henchmen and Antagonists are closely related to the villain and there is bound to be some overlap. However, henchmen and antagonists are separate enough topic that they deserve their own post and place of discussion.

Your players will face off against the villain’s henchmen far more often than the villain himself, so it’s vital that you be prepared. Henchmen and antagonists is the fourth installment in our series inspired by the Adventure Builder Workshop run by Wizards of the Coast at this year’s GenCon. The previous posts discussed:

Today we’ll look at how henchmen and antagonists interrelate with these other aspects of adventure design.

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Hey, Isn’t That My Character: Using Retired PCs As NPCs

A good NPC can make a campaign. A bad one, well bad NPCs are usually forgotten fairly quickly. With this in mind it’s in a DMs best interest to ensure that his key NPCs have detailed stories to accompany them. By providing these NPCs with quirks, strengths and weaknesses it provides the PC with more reason to interact and develop a relationship. This in turn makes it easier for the DM to move the story along, twining the PCs concerns with those of the NPC. Of course this takes a lot of work and as the PCs progress new NPCs are required, with new stories and reason to motivate the PCs.

April’s RPG Blog Carnival focus on NPCs. One way to build a very effective NPC is to use a PC that has for one reason or another retired.

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Has Your Campaign Stalled? (Part 2)

Another week has passed and your players have packed up and left. You sit at the table and realize this session didn’t go any better than last week’s. You tried to change things up, but your players still left looking bored and you’re stressed.

You already tried the tips and suggestions we gave you the last time your campaign stalled and they just didn’t do the trick. You made sure you had tougher challenges and you changed the plot on your players. You even made your super-villain run away so he could live to fight another day. Still you can’t help but think that there was something more that you could have done.

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Game Starts In One Hour And You Aren’t Ready

Let’s face it we’re all busy. Real life has the annoying habit of being, well real. We need to deal with it and as a Dungeon Master sometimes that means our prep time for our weekly D&D sessions has to take a back seat. So what do you do when work, school, family, video games or any number of other things distract you from preparing your gaming session?

There are a number of solutions and while I won’t promise to cover anywhere near all of them, here are some options for smashing a game together on short notice.

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Month in Review

Month in Review: April 2009

April was our best month yet. If you missed any of the great material we posted, here’s your chance to get caught up. We’ve only been around for three months, but in that time we’ve covered a lot of ground. Our readership has continued to grow and again we thank the loyal readers who visit us every day and comment regularly. Here are the highlights just in case you missed anything.

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Campaign Design: Fleshing Out Your NPCs

Every campaign world is made of living, breathing NPCs. All of them have stories and a role to play within the campaign setting. From the lowly farmer to the mighty king, every NPC has a function and a purpose. As the campaign designer, your job is to define that role. Is the king a sinister tyrant? Is the peasant forming a rebellion? These are questions that you need to answer in order to bring your world to life.

This part of our series in Campaign Design picks up where the article on Politics and Groups of Influence left off. Now we look at the names and faces that dominate these political structures. Of course, not every NPC requires a fully fleshed out background, but the generalities are required. We’ll handle our look at NPCs in three sections: Common citizens, major players and villains.

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Campaign Design: Politics and Groups of Influence

The world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the time to start breathing life into your campaign setting. This entry in the Campaign Design series takes a look at Politics and Groups of Influence. This is a high-level view at the different powers and factions that exist within the world. We will examine particular individuals and NPCs in our next entry, but today it’s all about the organizations.

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Campaign Design: Geography

All the world is a stage and you get to design it. Creating the geography for your gaming world is more than just placing mountains, streams and forest. Every decision you make during this stage of the game will effect future gaming sessions and expansions to your campaign setting. The geographic elements you work into your game world form the natural boundaries that are used to define the kingdoms and territories of your world. It’s important to get it right from the start.

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Campaign Design: Prevalence of Magic & Cosmology

What would a fantasy setting be without magic and divine beings fighting their celestial wars? At this point you have decided which historical and fictional elements to use in defining your campaign world. You are now ready to start fleshing the world out in greater detail.