Tuesday 9 August 2022

Four tips for Starting a Narrative Campaign on the Right Foot.

 One of the most daunting things for a DM to do when starting a long term campaign is figuring out where to start.

For DMs who run DnD for a rich narrative experience (like myself), this is doubly difficult. You can build a world, arrange a vast number of memorable characters for your players to interact with and still have it a fall flat when players don’t feel engaged, or feel bored with the story.

So here’s how I get them tied into my adventures and world. Hopefully, you can draw some ideas from mine and put them to use.

No false advertising.

Don’t sell your game as being an action filled adventure when in fact it’s a slow burning mystery-drama. Be upfront with your style of DMing. On the same note, don’t compromise your style to fit a players preference. You can easily be manipulated to change things up for a dissatisfied player. This ties into my next point.

Set group boundaries.

This can also be considered a code of conduct, a tool I have used to enhance group cohesion. If the players respect each other and the DM, the game can begin smoothly and comfortably for all. This isn’t just what you as the DM are comfortable with, but what the players are also comfortable with. We all liked Game of Thrones, but who really would want to experience half of the things we saw, let alone with your friends nearby. Unless your into that sort of thing, I’m not one to judge…you degenerate.

Acquire the Sacred 4 Components of each Character.

The DM provides four things to the player: NPCs, setting, dilemmas and arbitration. In turn the players, individually, provide the DM with four things that a DM can use to craft and guide a delicious narrative experience for them: personality traits, ideals, bonds and flaws. These are important for RP, important to the player. These things are often overlooked by the player as they will subconsciously let a portion of their own personality overlap, so pay attention and make note of anything that isn’t on the character sheet. A DM can challenge an ideal, exploit a personality traits, utilize or threaten a bond, highlight a flaw. These four components are how you know what dilemmas to subject you players to, determine who they encounter, and what treasures they may find.

Have that Session 0.

Have it at the beginning of the campaign, have it with any new player who joins. Give the party choices as to what they want to pursue in the long run as a group. If you want to, let them choose the setting. Help them build characters suited for the journey and get to know them as they are built. After all, you’re going to be spending some time with them.

Next time: How to build a Party.