Post by tavis on Jun 19, 2008 6:13:35 GMT -6
What are the essentials that you make sure you have prepared before you start a new campaign?
(It'd also be interesting to know how often folks start new campaigns. It sounds like some of us have really long, generation-spanning continuous games, which is awesome and a tribute to the years worth of possibilities in the LBBs! I've started three in the last five years, and am about to begin the castle-developing hex-crawl I've posted about in another thread.)
Here are the things I plan to have ready for that wilderness campaign before the players sit down:
For the players:
- A world map (in this case the folio Greyhawk maps) to help players orient themselves and fit their backgrounds into the world
- A player's area map that sketches out rough directions and features within the local area (one 30-mile Greyhawk hex)
- A local map (one of the superb castle maps suggested in that thread, haven't settled on one yet) that lays out the "home base" that the players know about in detail
- A list of house rules for the campaign (in my case dealing with alternate XP and magic item rules, designed to seek a happy medium between the new-school character creation rules the players wanted & the old-school play style I'm striving for)
For me behind the screen:
- A wandering monster table, and some pre-planned encounters for each entry in the table to get me started / provide a basis for winging it as necessary
- A list of NPCs with a line about what they do & a broad-brush idea of how I'll roleplay them (in this case mostly castle inhabitants), which I can flesh out if needed with the random NPC attribute tables in the AD&D DMG (perhaps eventually using a JG table instead, Bledsaw being IMO the only one who could out-random-table-entry Gygax)
- A list of male and female names, broken out into different broad cultural groupings (maybe just 'civilized' vs 'monstrous'), that I can draw from when I introduce an unexpected NPC
- Tactical maps and monster stats for encounters I expect the players to get into during the first session
- A sketch map and adventure notes / ideas for a few places and encounters I don't expect to get to right away, for foreshadowing of what's to come or preparedness if it comes sooner than I thought
- Miniatures for monsters I plan to use and likely wandering monsters, plus a range of PC/NPC-appropriate minis
- A teacher's 1"-grid easel pad for sketching mins-scale maps onto
- A pad of graph paper and a stack of pre-printed hex paper
Hmm, that's quite a list. Hope it's interesting to others (it was certainly a good planning exercise for me to write that all down) and I would love to see what you prepare, both to check if I've forgotten anything and to get insight into other DM's approaches.
(It'd also be interesting to know how often folks start new campaigns. It sounds like some of us have really long, generation-spanning continuous games, which is awesome and a tribute to the years worth of possibilities in the LBBs! I've started three in the last five years, and am about to begin the castle-developing hex-crawl I've posted about in another thread.)
Here are the things I plan to have ready for that wilderness campaign before the players sit down:
For the players:
- A world map (in this case the folio Greyhawk maps) to help players orient themselves and fit their backgrounds into the world
- A player's area map that sketches out rough directions and features within the local area (one 30-mile Greyhawk hex)
- A local map (one of the superb castle maps suggested in that thread, haven't settled on one yet) that lays out the "home base" that the players know about in detail
- A list of house rules for the campaign (in my case dealing with alternate XP and magic item rules, designed to seek a happy medium between the new-school character creation rules the players wanted & the old-school play style I'm striving for)
For me behind the screen:
- A wandering monster table, and some pre-planned encounters for each entry in the table to get me started / provide a basis for winging it as necessary
- A list of NPCs with a line about what they do & a broad-brush idea of how I'll roleplay them (in this case mostly castle inhabitants), which I can flesh out if needed with the random NPC attribute tables in the AD&D DMG (perhaps eventually using a JG table instead, Bledsaw being IMO the only one who could out-random-table-entry Gygax)
- A list of male and female names, broken out into different broad cultural groupings (maybe just 'civilized' vs 'monstrous'), that I can draw from when I introduce an unexpected NPC
- Tactical maps and monster stats for encounters I expect the players to get into during the first session
- A sketch map and adventure notes / ideas for a few places and encounters I don't expect to get to right away, for foreshadowing of what's to come or preparedness if it comes sooner than I thought
- Miniatures for monsters I plan to use and likely wandering monsters, plus a range of PC/NPC-appropriate minis
- A teacher's 1"-grid easel pad for sketching mins-scale maps onto
- A pad of graph paper and a stack of pre-printed hex paper
Hmm, that's quite a list. Hope it's interesting to others (it was certainly a good planning exercise for me to write that all down) and I would love to see what you prepare, both to check if I've forgotten anything and to get insight into other DM's approaches.