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Keep Your Campaign On Track

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Keep Your Campaign on Track: Dead End Plots in D&D

A campaign in fifth edition Dungeons & Dragons, or any roleplaying game, turns on the words and deeds of the characters whose actions move the narrative forward – usually in ways the Game Master never expects. I’d say quite a few D&D adventures go in different directions almost immediately upon starting play. A GM can consider and plan for a million possibilities, and I’m never surprised when players do the million and first thing. Giving players agency in your game is vital, but what do you do when the adventurers venture far afield of the quests you prepared, or get stymied by obstacles, puzzles and other challenges impeding progress? Did the adventure hit a dead end?

Fantasy Grounds College

Keep Your Campaign On Track: Missing Players

Hello nerds! Nerditor Doug here, welcoming back guest poster Elyunn who shared a great story along with tips and advice for getting started with Fantasy Grounds. She is back with us again, and this time around she adds to the Keep Your Campaign on Track series.

Elyunn spoke with some folks over at Fantasy Grounds College to glean their insights on a situation all roleplaying game groups experience at some point or another…

Keep Your Campaign On Track: Side Stories

A Dungeons & Dragons campaign can hinge around the players (and their characters) all being present. That can’t always be the case. If you find yourself missing one or more players at an important time in the campaign – such as the session when the party plans to storm the nemesis’ fortress and take back the stolen artifact – consider a side story. A side story is an encapsulated session dealing with events at another time and place without having a direct effect on the current scene. This could be a backstory session revolving around a particular character or a scene from another part of the campaign world.