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> Things to decide before starting a D&D campaign
Things to decide before starting a D&D campaign
Campaign Concept
Define the overall theme or tone of the campaign (e.g., high fantasy, dark horror, political intrigue).
Decide on the setting (homebrew world, published setting, or a mix of both).
Determine the campaign's central conflict or goal.
Player Involvement
Discuss with players what they want out of the campaign (role-playing, combat, exploration).
Decide on an appropriate party size (typically 3-6 players).
Establish session frequency and duration (weekly, bi-weekly, etc.).
Character Creation
Set rules for character creation (level, point buy vs. rolling stats, allowed races/classes).
Determine if players can create backstories and how they will fit into the campaign.
Discuss any restrictions or house rules regarding character options.
Game Mechanics
Decide on any house rules or modifications to core rules.
Determine how character advancement will work (XP, milestone leveling).
Discuss combat mechanics and any specific house rules for them.
Session Zero
Plan a session zero to establish expectations, boundaries, and campaign guidelines.
Discuss safety tools (e.g., X-card, Lines and Veils) to ensure player comfort.
Create a group agreement regarding attendance, communication, and player behavior.
Logistics
Choose a platform for gameplay (in-person, virtual tabletop, or online).
Decide on tools for tracking campaign details (notebooks, apps, etc.).
Plan for any materials needed (maps, miniatures, handouts).
Storytelling and World-Building
Discuss how much player agency will influence the story and world.
Decide whether to integrate player backstories into the main plot.
Consider any major NPCs or factions that will play a role in the campaign.
Final Preparations
Gather necessary resources (rulebooks, adventure modules, maps).
Prepare an outline of the first session's adventure or plot hooks.
Ensure all players have access to character sheets and relevant materials.
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