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Dungeon Master's Guide

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CHARACTER NAMES<br />

Part of your campaign style has to do with naming<br />

characters. It's a good idea to establish some ground<br />

rules with your players at the start of a new campaign.<br />

In a group consisting of Sithis, Travok, Anastrianna,<br />

and Kairon, the human fighter named Bob II sticks out,<br />

especially when he's identical to Bob I, who was killed<br />

by kobolds. If everyone takes a lighthearted approach<br />

to names, that's fine. If the group would rather take the<br />

characters and their names a little more seriously, urge<br />

Bob's player to come up with a more appropriate name.<br />

Player character names should match each other<br />

in flavor or concept, and they should also match the<br />

flavor of your campaign world-so should the non player<br />

characters' names and place names you create. Travok<br />

and Kairon don't want to undertake a quest for Lord<br />

Cupcake, visit Gumdrop Island, or take down a crazy<br />

wizard named Ray.<br />

CONTINUING OR<br />

EPISODIC CAMPAIGNS<br />

The backbone of a campaign is a connected series<br />

of adventures, but you can connect them in two<br />

different ways.<br />

In a continuing campaign, the connected adventures<br />

share a sense of a larger purpose or a recurring<br />

theme (or themes). The adventures might feature<br />

returning villains, grand conspiracies, or a single<br />

mastermind who's ultimately behind every adventure<br />

of the campaign.<br />

A continuing campaign designed with a theme and<br />

a story arc in mind can feel like a great fantasy epic.<br />

The players derive the satisfaction of knowing the<br />

actions they take during one adventure matter in the<br />

next. Plotting and running that kind of campaign can<br />

be demanding on the DM, but the payoff is a great and<br />

memorable story.<br />

An episodic campaign, in contrast, is like a television<br />

show where each week's episode is a self-contained<br />

story that doesn't play into any overarching plot. It<br />

might be built on a premise that explains its nature: the<br />

player characters are adventurers-for-hire, or explorers<br />

venturing into the unknown and facing a string of<br />

unrelated dangers. They might even be archaeologists,<br />

venturing into one ancient ruin after another in search<br />

of artifacts. An episodic game like this lets you create<br />

adventures-or buy published ones- and drop them into<br />

your campaign without worrying about how they fit with<br />

the adventures that came before and follow after.<br />

CAMPAIGN THEME<br />

A theme in a campaign, as in a work of literature,<br />

expresses the deeper meaning of a story and the<br />

fundamental elements of human experience that the<br />

story explores. Your campaign doesn't have to be a work<br />

of literature, but it can still draw on common themes<br />

that lend a distinctive flavor to its stories. Consider<br />

these examples:<br />

A campaign about confronting the inevitability of<br />

mortality, whether embodied in undead monsters or<br />

expressed through the death of loved ones.<br />

A campaign revolving around an insidious evil,<br />

whether dark gods, monstrous races such as the<br />

yuan-ti, or creatures of unknown realms far removed<br />

from mortal concerns. As heroes confront this evil,<br />

they must face the selfish, cold tendencies of their own<br />

kind as well.<br />

A campaign featuring troubled heroes who confront<br />

not only the savagery of the bestial creatures of the<br />

world, but also the beast within- the rage and fury<br />

that lies in their own hearts.<br />

A campaign exploring the insatiable thirst for power<br />

and domination, whether embodied by the hosts of the<br />

Nine Hells or by humanoid rulers bent on conquering<br />

the world.<br />

With a theme such as "confrontation with mortality,"<br />

you can craft a broad range of adventures that aren't<br />

necessarily connected by a common villain. One<br />

adventure might feature the dead bursting from their<br />

graves and threatening to overwhelm a whole town.<br />

In the next adventure, a mad wizard creates a flesh<br />

golem in an effort to revive his lost love. A villain could<br />

go to extreme lengths to achieve immortality to avoid<br />

confronting its own demise. The adventurers might<br />

help a ghost accept death and move on, or one of the<br />

adventurers might even become a ghost!<br />

VARIATIONS ON A THEME<br />

Mixing things up once in a while allows your players<br />

to enjoy a variety of adventures. Even a tightly themed<br />

campaign can stray now and then. If your campaign<br />

heavily involves intrigue, mystery, and roleplaying, your<br />

players might enjoy the occasional dungeon crawlespecially<br />

if the tangent is revealed to relate to a larger<br />

plot irr the campaign. If most of your adventures are<br />

dungeon expeditions, shift gears with a tense urban<br />

mystery that eventually leads the party into a dungeon<br />

crawl in an abandoned building or tower. If you run<br />

horror adventures week after week, try using a villain<br />

who turns out to be ordinary, perhaps even silly. Comic<br />

relief is a great variation on almost any D&D campaign,<br />

though players usually provide it themselves.<br />

TIERS OF PLAY<br />

As characters grow in power, their ability to change the<br />

world around them grows with them. It helps to think<br />

ahead when creating your campaign to account for this<br />

change. As the characters make a greater impact on the<br />

world, they face greater danger whether they want to<br />

or not. Powerful factions see them as a threat and plot<br />

against them, while friendly ones court their favor in<br />

hopes of striking a useful alliance.<br />

The tiers of play represent the ideal milestones for<br />

introducing new world-shaking events to the campaign.<br />

As the characters resolve one event, a new danger<br />

arises or the prior trouble transforms into a new threat<br />

in response to the characters' actions. Events.need to<br />

grow in magnitude and scope, increasing the stakes and<br />

drama as the characters become increasingly powerful.<br />

CHAPTER I I A WORLD OF YOUR OWN

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