Running a Successful Campaign: Tips & Tricks for Week 7

Weekly Tip/Trick for Friday, October 5th, 2012

  1. Have Fun! – This is the most important rule!  Countless times I have seen people get in arguments over rules, roles, etc. that really take away from the whole point of roleplaying.  As the DM, you have the final say in any dispute about the game or rules, period!  This is just a game and the idea is to have fun.  On the other hand, try not to be hard on the players.  For instance, if a player makes a joke, don’t punish them or take offense to it.  If they’re making jokes and interacting with the other players, it usually means they are having fun!  Here are some things to remember to help keep the game fun:
    • Players don’t like going through hell and back only to lose all their items and equipment they just spent hours obtaining.  It makes the player(s) feel as if the trip was a waste of time.  If you do plan on taking away the players equipment, at least give them a chance to save some of it through a roll or by spending an action point.  This can be used as an opportunity for some great role-play, just don’t get too hung up on taking from your players, they will eventually get bored with it.
    • Try not to make every battle extremely difficult.  If the only way you can challenge the players is through difficult battles, you’re doing something wrong.
    • Try to create scenarios that encourage the group to work together.  Some examples could be, the group is put in jail and all their equipment is locked away in a chest in an unknown room.  They could come upon a river with a broken bridge and have to figure out how to get across. (I know I’ve used that example before).  The possibilities are endless.
    • Allow the players to use their range of skills.  Try not to have your sessions consist of spot and listen checks.  Put them in situations where they will have to roll swim checks, disable magic devices, escape artist, lockpick or any other rarely used skills.
    • Give the players lots of options.  For instance, does this person die, but we get the treasure or do they live and the enemy gets away with the treasure?  Do we go through the cover of the dangerous forest or stick to the open plains where we will be exposed?  You will be surprised with some of the things players will come up with.
    • Give players items with funny effects.  For example, they find a vial of blue liquid with a label that says “Medicine” on it.  When/if they drink it, have it be a powerful laxative or something.  (I would have them roll a d4 to determine how powerful it is compared to a normal laxative, rolling a would 2 mean it’s 2 time stronger, etc.)  The roleplay that follows will be hilarious.
    • Introduce funny NPC’s: the drunk, the hillbilly, the bard going through puberty, etc are just a few I have used before.

Remember to try and stay away from boring elements, if possible.  Reward players for doing funny things and adding fun to your game.  If players thin you take things too serious they will feel uncomfortable doing certain things.  Making a game fun is not 100% the DM’s job, but with a little bit of planning, you can create opportunities for this.  If you’re ever unsure, don’t be afaid to ask!

Thanks!

Jared

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