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Jim and Pruitt begin their talk with Session 0, getting your players together to discuss the campaign and what characters they will make. Then Jim reviews his hierarchy of gaming: Friends, Food, Setting, and Rules. A new DM should work with players to create characters that will mesh well with both party and setting. Also, try to have at least an encounter prepared for the end of Session 0. Let the players have some fun with that which they just created. Whether it be a single fight against a monster or an altercation at the local tavern.
Time for your first adventure! DM’s should have their conflict sorted, and the NPC’s in place and ready for the first encounter. What’s in an Encounter? According to Jim Davis, there are 5 parts to an encounter: an enemy, ally, reward, trick/trap, or…..nothing. Consider these things when crafting encounters. Try to have three possible outcomes for each encounter, to ensure your players have enough to move along in the adventure. Don’t lock all clues behind skill rolls.
DM’s should work with players on campaign goals. Then align those individual player goals into a single adventure/campaign. Make sure to communicate with players from session to session to ensure the campaign goals are on track to being met. Remember that scenes/encounters combine to make adventures, and then a series of adventures conclude in a campaign. Don’t fret about the end, just let it happen naturally. And don’t forget to have the players take a vacation from time to time in game. Gotta relax. Regardless of campaign length, it was always going to end at some point. Don’t worry about when.
Be sure to validate player’s efforts. Don’t fudge your rolls. (Unless absolutely necessary. But not too often.) Do not dictate the actions and feelings of the players, unless you charm them. Then go nuts. (Within the bounds of the spell, of course.) Always respect the player’s choices, even if you don’t agree.
Written & Hosted by Jonathan Pruitt & Jim Davis
Produced, Directed & Edited by Travis Boles
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