Hobbies And Interests

How to Make a D&D Campaign Fun

Dungeons and Dragons, also known as D&D, is a fantasy role-playing game that is meant to be fun. It's also meant to be a collaborative endeavor. Both the dungeon master and the players bear some responsibility for making the game fun and keeping it interesting. If your campaign has started to feel like a grind instead of a game, there are things that dungeon masters and players can do, both in the game and outside of it, to enhance the experience and make sure everyone has a good time.

Instructions

  1. For DMs

    • 1

      Spend an hour or two figuring out what the players are going to encounter in the next session, including possible skill tests, and combats. Knowing what you want to cover in each session will make the game run smoother and keep the pace up.

    • 2

      Use props. Don't just tell the players that they found a note that reveals the secret password. Write it out and hand it to them when they find it. If they need to decode something, write it out and give them the key so that they can do the work themselves. Props add an element of immersion to the game that makes it easier to remain in character and focused.

    • 3

      Add humor. Dungeons and dragons doesn't have to be deadly serious all the time. Even hardened adventurers enjoy a good chuckle now and then. Consider adding a foppish non-player character (NPC), a silly quest or a few jokes in character to lighten the mood.

    • 4

      Be flexible. No matter what you had planned, the characters are going to find a way to circumvent it. When they go off the rails, don't try to force them back into your plot. Try to roll with what they give you, adapting your story to fit their actions. If they kill your main villain before you intended, for example, don't cheat the rolls to make it impossible. Replace him with an underling who got promoted, a relative out for revenge, or a cabal of wizards seeking to fill the power vacuum left by his untimely demise.

    • 5

      Set the mood. Use music, lighting or sound effects to convey the proper ambiance. If the situation is supposed to be scary, dim the lights and put on some eery music or sound effects to get the players into the proper mindset. Movie soundtracks, in the appropriate genre, are ideal for this.

    • 6

      Find out what kind of game your players are interested in. If your players are looking for a good fight, don't give them a series of NPCs to talk to. If they prefer role playing, don't hit them with wave after wave of kobolds. If they prefer a challenge, give them one. If they don't want character death to be an option, don't let them die. What your players are interested in can change from session to session or even from hour to hour. If the players are obviously spoiling for a fight, try to work one in, even if it's just a random encounter. If they groan when you call for an initiative roll, make the fight easier and move on to the next role-playing encounter.

    • 7

      Take the hobby seriously. Role-playing is a hobby that can benefit from studying and understanding it. Listen to role-playing podcasts, read role-playing game blogs. Or buy a book that addresses adventure ideas, tips for dealing with problem players, and ways to be flexible.

    • 8

      Be a part of the team - D&D isn't a competitive game. It isn't meant to be a test of skill between the players and the dungeon master. Your goal, as a dungeon master, should be to make sure the story is good and that the players are having a good time. It isn't to defeat them in combat, outsmart them with puzzles or prevent them from succeeding.

    For Players

    • 9

      Be invested. A certain amount of buy-in from the players is necessary for everyone to have a good time. Try to stay in character when in role-playing encounters.

    • 10

      Pay attention. Don't play games while you are on your phone, carry on side conversations or send text messages while the game is in session. It distracts the other players and breaks the mood.

    • 11

      Be a generous player. Don't monopolize the dungeon master's time or attention. Give other players a chance to shine. Try to engage the other player characters using in-character banter when the party is between encounters.

    • 12

      Take the plot hook. In a role-playing game, the players can do anything they want, but that doesn't mean that they should. If the dungeon master has clearly given you a plot hook, don't avoid it just because you can. Actively avoiding the story will just frustrate the dungeon master and the other players. This doesn't mean that you can't deviate from the planned adventure, but if the group is meant to rescue a princess, don't propose something else.

    • 13

      Be creative. Instead of telling the dungeon master that you want to hit the goblin with your hammer, describe how you swing it, where you're aiming and what you're saying as you do it. If you're trying to sweet-talk a non-player character into giving you a discount, tell the dungeon master what you are saying to the NPC instead of telling him you want to roll diplomacy.


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