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Dungeon Master's Guide

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Or perhaps they begin the campaign in the dungeons<br />

of an evil baron's castle where they've been locked up<br />

for various reasons (legitimate or otherwise), throwing<br />

them into the midst of the adventure.<br />

For each of these steps, give the locations only as<br />

much detail as they need. You don't need to identify<br />

every building in a village or label every street in a large<br />

city. If the characters start in the baron's dungeon, you'll<br />

need the details of this first adventure site, but you<br />

don't have to name all the baron's knights. Sketch out<br />

a simple map, think about the surrounding area, and<br />

consider whom the characters are most likely to interact<br />

with early in the campaign. Most important, visualize<br />

how this area fits into the theme and story you have in<br />

mind for your campaign. Then start working on your<br />

first adventure!<br />

SET THE STAGE<br />

As you start to develop your campaign, you'll need to<br />

fill in the players on the basics. For easy distribution,<br />

compile essential information into a campaign<br />

handout. Such a handout typically includes the<br />

following material:<br />

Any restrictions or new options for character creation,<br />

such as new or prohibited races.<br />

Any information in the backs tory of your campaign<br />

that the characters would know about. If you have<br />

a theme or direction in mind for the campaign, this<br />

information could include seeds hinting at that focus.<br />

• Basic information about the area where the characters<br />

are starting, such as the name of the town, important<br />

locations in and around it, prominent NPCs they'd<br />

know about, and perhaps rumors that point to trouble<br />

that's brewing.<br />

Keep this handout short and to the point. Two pages<br />

is a reasonable maximum. Even if you have a burst of<br />

creative energy that produces twenty pages of great<br />

background material, save it for your adventures. Let<br />

the players uncover the details gradually in play.<br />

INVOLVING THE CHARACTERS<br />

Once you've identified what your campaign is about,<br />

let the players help tell the story by deciding how their<br />

characters are involved. This is their opportunity to<br />

tie their characters' history and background to the<br />

campaign, and a chance for you to determine how the<br />

various elements of each character's background tie<br />

into the campaign's story. For example, what secret has<br />

the hermit character learned? What is the status of the<br />

noble character's family? What is the folk hero's destiny?<br />

Some players might have trouble coming up with<br />

ideas-not everyone is equally inventive. You can help<br />

spur their creativity with a few questions about their<br />

characters:<br />

Are you a native, born and raised in the area? If so,<br />

who's your family? What's your current occupation?<br />

• Are you a recent arrival? Where did you come from?<br />

Why did you come to this area?<br />

Are you tied to any of the organizations or people<br />

involved in the events that kick off the campaign? Are<br />

they friends or enemies?<br />

Listen to the players' ideas, and say yes if you can.<br />

Even if you want all the characters to have grown up in<br />

the starting town, consider allowing a recent arrival or<br />

a transplant if the player's story is convincing enough.<br />

Suggest alterations to a character's story so it better fits<br />

your world, or weave the first threads of your campaign<br />

into that story.<br />

CREATING A BACKGROUND<br />

Backgrounds are designed to root player characters<br />

in the world, and creating new backgrounds is a great<br />

way to introduce players to the special features of your<br />

world. Backgrounds that have ties to particular cultures,<br />

organizations, and historical events from your campaign<br />

are particularly strong. Perhaps the priests of a certain<br />

religion live as beggars supported by a pious populace,<br />

singing the tales of their deity's exploits to entertain<br />

and enlighten the faithful. You could create a mendicant<br />

priest background (or modify the acolyte background)<br />

to reflect these qualities. It could include musical<br />

instrument proficiency, and its feature probably involves<br />

receiving hospitality from the faithful.<br />

<strong>Guide</strong>lines for creating a new background are<br />

provided in chapter 9, "<strong>Dungeon</strong> Master's Workshop."<br />

CAMPAIGN EVENTS<br />

Significant events in the history of a fantasy world tend<br />

toward immense upheavals: wars that pit the forces<br />

of good against evil in an epic confrontation, natural<br />

disasters that lay waste to entire civilizations, invasions<br />

of vast armies or extra planar hordes, assassinations<br />

of world leaders. These world-shaking events title the<br />

chapters of history.<br />

In a D&D game, such events provide the sparks that<br />

can ignite and sustain a campaign. The most common<br />

pitfall of serial stories without a set beginning, mfddle,<br />

and end is inertia. Like many television shows and<br />

comic-book series, a D&D campaign runs the risk of<br />

retreading the same ground long after the enjoyment's<br />

gone. Just as actors or writers drift away from those<br />

other mediums, so can players- the actors and writers<br />

of a D&D game. Games stagnate when the story<br />

meanders too long without a change in tone, when the<br />

same villains and similar adventures grow tiresome and<br />

predictable, and when the world doesn't change around<br />

the characters and in response to their actions.<br />

World-shaking events force conflict. They set new<br />

events and power groups in motion. Their outcomes<br />

change the world by altering the tone of the setting<br />

in a meaningful way. They chronicle the story of your<br />

world in big, bold print. Change- especially change that<br />

occurs as a result of the characters' actions-keeps the<br />

story moving. If change is imperceptible, the actions<br />

of the characters lack significance. When the world<br />

becomes reliable, it's time to shake things up.<br />

CHAPTER I I A WORLD OF YOUR OWN

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