I’ve literally done the a wizard has called you to the tavern to discuss a proposition with you approach but that was decades ago before it became a trope and number 1 on the “Ways you should never start a campaign.”
Another time I had the players start a campaign dead. That was fun writing their charater background stories. I can be vicious when I need to be. Actually I should post those campaign background stories here. It might be interesting to someone.
Let’s see, I’ve had the town attacked by some kind of attacking attacker and the members of the party were the best of what’s left to go rescue the captives.
They’re all strangers to each other in a caravan heading to somewhere and it’s attacked and they’re the only survivors and band together for strength in numbers.
They’re strangers or acquantances that are pastsies for a regicide and are forced to band together to clear their name. Oh and escape very painful deaths at the hands of prince’s torturers.
They already are a adventuring band although that obviously takes pretty much no thought or planning. “Okay you’ve all been adventuring for awhile now.”
Hmmm in all these years I guess I haven’t really started too many campaigns. But then it wasn’t unknown for my campaigns to last 18 months of 4-6 sessions a month. Â Long sessions, like 12-16 hours. Long gone are those days though. That kind of thing is for the younger ones without lives filled with outside demands. Sometimes I miss those days.
I believe a campaing should have a good start, something unique, tailored to the characters and the players, a strong middle point that perks up the players after they’re starting to get blase about things and a very memorable ending that the players will be talking about 2o years later.
As a DM / GM that’s your job really. To provide the framework that the players build on. And a shoddy foundation is no way to build anything although with enough mortar and duct tape you can certainly add support to a shaky start.
If and that’s a damn big IF, if you can get it from your players, try to get them give you some idea of what they think their characters are like prior to starting on the heroic path. Some event that occured during their characters life that is a high or low point. Honestly it takes just a few minutes for a player that’s truly interested in their character to come up with this kind of thing. And your campaign should be the better for it.
Have an idea where you’re campaign is going. I know players tend to ‘miss the island’ and a campaign can definitely derail into another direction you didn’t expect at all but if you start with an idea where the players are going to be about midway through the campaign you’ll end up with a better one. If you’re good at improv you can improv the whole thing but having the luxury of time to work on the midgame gives you a better campaign.
And definitely have an ending to it. Whether they get their own castle, save the world, recover Vecna’s left testicle, whatever, have an ending to the campaign. Don’t drag it out past your’s and the players’ enthusiasm. Things need to have an ending or all the struggles along the way are pointless except for the purposes of survival. And just surviving isn’t really all that interesting on a global scale.
Anyway, lacking anything better to post about, I thought I’d share this. As always it’s personal opinion and your opinion could and probably will and honestly should vary to some extent. Don’t be a sheep after all. If they spark an idea for you awesome. If it wasted your time reading it, well not much I can do there.


November 6th, 2009 at 8:03 pm
[...] Campaign Starts How do you start your campaigns? There are a slew of options out there, but some of them are trope and have been done to death. Key Our Cars lists off some of the “done to death” ideas, and has a fresh perspective on how a campaign should be started. [...]