Tuesday, November 19, 2024

Starting Your (AD&D) Game

Over the last MANY years of writing this blog, I've read (or fielded) countless questions from people asking how to start their D&D campaign. Not all of them come right out and say this; they couch it in lots of ways: How can I get my 5E players to play B/X?  My OSE players are reluctant to play AD&D, what should I do? How do you build a 'world?' How do do you run a 'long-term' game like you describe? Etc., etc.

It's all pretty much the same question (i.e. how do you start a D&D campaign from scratch), and while most of the answers I give to people is...more or less...the same stuff (this is why I say it's "pretty much the same question"), it would probably behoove me to just write up a post of my thoughts on the matter, so that I have a single place to direct folks.  

In the past, I've put off this idea because, well, who am I to give advice? Plus...what do I know? But I'm at the point now of 'f**k it...they keep asking me and no one else seems to be giving 'em what they need so, yeah.'  ALSO...I feel like I've finally got a handle on the entire subject (which was NOT the case in the past).

Now, be warned: while this may be (yet another) long-ish post, the subject matter could probably fill a book...a book I hope to write one day; this is still just a quick-n-dirty version. Call it the "Cliff notes" version:

Step 1: Decide You Want To Run A Campaign

"Wait! Didn't I already do that?" Hold on, little cowpoke...it ain't that simple. Running a campaign takes some time and effort (what is commonly called "work"). Have you decided you are really up for it? Do you have the temperament for the job? Do you know the rules of the game such that you can dungeon master a table full of unruly kids/teens/adults? No matter what your level of ego or "personal God complex" is, you need to be able to act and speak with authority (authority which comes from being a knowledgable arbiter of the game rules). If you just want to tell stories and be creative and "wing it" then you are going to SUCK as a DM...and eventually this will lead to the dissolution of your table (and even if your players don't lose interest, you will). 

Even if you DO know the rules and you're willing to give it a go...do you have the time to commit to the game? Be honest! Are you expecting or currently raising a new baby? Do you have day job that requires 60+ hours a week? A demanding spouse? An invalid relative that you care for? A farm to run?  Olympics to train for? Yeah, you can juggle two or three of these things AND run a campaign (maybe)...if you give up the television, video games, and other hobbies (golf, skiing, whatever) that occupy your free time.  Of course, you can also just run an "irregular" game...which is what I do...but I wouldn't recommend that unless, like me, you're drawing players from your own household (i.e. my kids and their friends).  For busy adults and semi-adults, you're going to want to run a REGULAR game (i.e. one that meets with regularity: weekly, bi-weekly, monthly, etc.). Do you have the bandwidth to do that? Be honest! It's okay! Maybe right now is not the best time for you, but you can play D&D until your brain dies so it's okay to put off your "grand campaign" for the moment. And you can still world build in your spare time. 


Step 2: Build Your World

So you've decided to run a campaign. Great! Now the fun...and the work...begins. First, you need a world ("Wait, don't I need players?" Not yet), a setting for your campaign. 

I'll be honest: this was the part that stymied me for YEARS. Because it starts with a map...and maps aren't my strong suit (for what it's worth, my "strong suit" is running adventures). But maybe you are skilled with drawing up fantasy worlds. Or maybe you have a particular fantasy world you want to pull from. Back in the 1980s (when I was growing up) lots of fantasy books had maps printed inside the front cover...no doubt taking inspiration from Tolkien's Middle Earth. You can use one of those. Or you can use some pre-packaged game setting (Greyhawk, the Young Kingdoms, etc.). Or maybe, you want to go the easy route I finally settled on and just use a real world region from our real world globe (my world is the Pacific Northwest, a region with which I'm intimately familiar). 

In the end it doesn't matter too much where you get your world map from, just so long as you have a map. Because you can't run a campaign without a map. You want a setting like Martin's Game of Thrones book? Cool. Or you could just do what he did and blow up the UK to a huge size. Where you get the map doesn't matter; what MATTERS is that the map is small enough that you can manage it, but large enough that it has the proper range of diversity for the adventures you envision (some day) creating.  Do you want pirates adventures? Then it's going to need a sea. Mountain fortresses? Then you need mountains. Warring kingdoms? You need areas that could conceivably hold farmland supporting (civilized) populations. Etc.

[don't worry about the Underdark or the Astral plane...the nice thing about these areas is that they're not confined to the world map...you can always build down (into the bowels of the earth) or out into other planes/dimensions]

Once you have your map, make sure that you like it, because that's what you're going to be using for the foreseeable future...hopefully for the rest of your life. The dedicated DM doesn't just "change worlds" every year or two. World building is not about building multiple worlds (drawing new worlds over and over again); 'world building' is about detailing the world to which you're committed. And that detailing can last a lifetime. Look at Tolkien. Look at Gygax. Look at any DM who runs a long-term campaign, or any author dedicated to setting their books in a particular world. 

So make sure you like the world and that it has enough room for the kind of game you want to run. My choice of the Pacific Northwest gives me lots of great stuff: wide open plains, dense forests, mountain ranges, deserts, volcanoes, rivers, population areas and farmland, sea coasts, etc. Lots of places for adventure.


Step 2B: The Starting Location

Once you have your world, you should choose the area you want to start your players. I didn't always do this in the past: in some games I'd run, I'd show the players the map and say "where do you want to start." This is not a great idea (especially if you're creating your world from whole cloth and all the players have is a brief description of various regions). No, decide where they'll be starting. Ideally, it should provide places where they can buy the basic (PHB list) equipment and find safe lodging, as well as several possible adventuring opportunities (i.e. places to make money and earn experience points). Perhaps there's a road that's been plagues by bandits/highwaymen. Perhaps there are man-eating predators that need hunting. Perhaps there's a nearby tomb or ruin that seems ripe for exploration. Perhaps there's a secret slave-ring in the area that's been kidnapping folks.

Whatever adventures you think of, they should be things that are accessible to the players through the normal rumor mill. That is, they've HEARD that travelers have been waylaid or everyone knows the legend of Broken Down Keep or there have been whisperings and worries about kidnappings. Etc. These are the rumors you give the players to start. They don't need to know the history of the region or the various political factions of neighboring regions, etc. These things will come up as the campaign progresses and evolves. For now just think: town + adventures. And make sure at least some of the adventures are suitable for beginning adventurers.


Step 3: Find Players

Ah, the all important "find players" step. The most important step, right?

Nope.

Here is the great secret I've discovered over the decades of playing/running RPGs: there are always more players than there are DMs. Truthfully, there are FAR MORE players than DMs...possibly too many potential players for potential DMs to accommodate. There are plenty of players. What we have a dearth of is DMs.  And competent, committed DMs are even fewer.

Yeah, there was a time 20-30 years ago when it was tough to put together a group of players. But it's not like that anymore. The internet and various social platforms makes it easier to connect with wannabe gamers than ever before. And the D&D brand itself enjoys more brand recognition...and less stigma...than it ever has in its history.

Now, in the past I've written about introducing new players to "old school" play, specifically B/X (I've also written, briefly, about converting existing latter-edition PCs to the same system). But these days, I'm playing AD&D, and those thoughts of six years ago (!!) have changed a bit.

Your potential AD&D player is going to fall into one of these categories:
  • "The Enthusiast" - this person is familiar with AD&D, having either played it in the past or researched the heck out of it (reading the PHB, etc.), and is actively interested in a 1E game. This used to be a pretty small group, but they're growing. For these individuals, you don't have to do much but explain your particular house rules up front (and I suggest keeping these minimal).
  • "The Newb" - is the person with zero or near zero experience with D&D in any form. I run a lot of these types because I most often run kids; however, I've been approached by several parents of these kids who have 'always had an interest in D&D but never got the chance to play.'  Also, young adults who've only encountered the game through what they've seen on Stranger Things or other television shows. These folks are easily acculturated to AD&D and can quickly become enthusiasts.  Always keep in mind that the AD&D game was built on the backs of newbs.
  • "The Old Schooler" - these folks are rather easily found in online spaces, and they are generally experienced with old edition D&D...most often Basic or some sort of Basic clone (OSE, LL, etc.) or 'rules-light' abomination. The good thing about these folks is that most already have an understanding of the basic premise/concepts of D&D, so they require less explanation than the newbs. And many of these would be quite happy to play in a 1E game (it's all just D&D to them, so long as they don't need to 'know a bunch of rules' or act in a DM capacity).  But there are a few of these folks that aren't really interested in D&D in its long-form; for these folks 'old school game play' is just a scene, a lark, a passing diversion. If you find one of these latter type, you're going to want to cull them from your flock.
  • "The New Schooler" - these are the folks who play 5E or Pathfinder or some other latter day form of D&D. You can find even more of these folks on-line than the Old Schooler (they are Legion), and here the challenge is their deeply held beliefs/expectations of what the game is and how it operates. Converting them to 1E requires them to let go of these attachments...something that many of them are loathe to do especially if they've achieved any degree of system mastery OR if these 'new school' concepts (character customization, story creation, etc.) are the very things that drew them to the D&D game. But even here you can find potential AD&D players; generally, they fall into one of three categories: "The Burnout" (who's simply tired of the uselessness of short-term new school play and wants 'something more'), "The Open-Mind" (who just likes playing games, baby, and understands 1E is just a different type/style of RPG), and "The Innocent" (who is pretty much a newb, but happens to be sitting in a 5E game at the moment). The important thing when cultivating New Schoolers to an AD&D game is that you canNOT accommodate their new school assumptions and desires to your campaign. No matter how tempting it is, or how much they wheedle that it will 'make the game more fun.' Don't do it, folks. This is POISON to your AD&D campaign. Explain that you're playing a different game, that you are the DM, and that these are the rules. You must assert your authority from the beginning, or the players will have no respect for your world or your game..and you cannot effectively run a campaign without authority, and you will simply grow to resent your players and your own weakness. Don't go down that road!
  • "The Hater" - these are the people who assert that AD&D sucks, for whatever reason. Possibly they played it in the past and (having had a bad time) have moved on to editions they prefer...or possibly they don't even game anymore. Or they have heard such terrible things about it that they are altogether resistant to the idea. In rare cases you can still find potential 1E players in this category...but they are probably not going to be part of your initial group. They're going to have to first see (or hear about) you running a successful, enjoyable game, before agreeing to 'try it out.' In some cases, you may have such charisma..or personal rapport with the Hater...that you can convince them to give it a shot from the get-go. But you cannot (and should not!) force or manipulate this type of person into playing the game...they will be a surly, black cloud that will drag everything down. You can extend the invitation, but only allow them in once they are TRULY on-board and open to the idea.
Do not despair if you find it slow-going putting together a gaming group. Dedicated campaigns have (in my experience) a tendency to "pick-up momentum" over time...you start with one or two players and over a matter of months (or weeks) it snowballs into eight or ten. When I ran my weekly game at the bar, I eventually had to turn people away...something I don't like doing. Not because the bar-flies would join, but because enthusiastic players would bring their friends. Who would bring their friends. Etc.

As I said, there are far more wannabe players out there then there are dedicated, committed DMs. Google estimates some 50 million people have experience with D&D and there's 1.35 billion English speakers in the world...that's 3.7%. But let's say that only .001% of people are actually "potential" D&D players...how many would that be in your town?  In Seattle proper (which probably has a higher percentage of nerds than other parts of the country) that would be nearly 800 people; in the "greater Seattle area" that number skyrockets to 4K. Look, I don't really want to handle more than 8 regular players...let alone 800!...and 7 is pretty much my optimal range. I'm perfectly happy running for groups of 3-4 (which is what my current group is) supplementing the party with NPCs and henchfolk. 

The point is: there are plenty of players. Plenty of them around the world (if you're willing to play on-line). But even in your home town...it only takes one or two acquaintances agreeing to sit down and roll dice. And the game will grow from there. Especially if those acquaintances have any acquaintances in their social circles that want to hang and roll dice and "experience adventure." It really just takes ONE DM willing to commit themselves to a campaign, one who knows the rules and who can provide solid, competent refereeing.


Step 3B (or 3A): Find A Venue

This should probably come before Step 3 (Find Players) but a lot of times your choice of venue is dependent on that first player or two. You need a place to host your game and a time to host it. It does no good to invite a bunch of people to play D&D with you if you have no where to run the thing. 

Not everyone wants to run a game out of their own home (my non-gamer wife would certainly pitch a fit if I invited a bunch of rando strangers to chill in our dining room...). So you'll have to find an agreeable venue over which YOU (the DM) has some measure of control (i.e. not a player's house!). A local game shop, a library, a bar (preferably on a quieter night), etc. are all possible venues, making sure you negotiate with the people up front that you plan on running a regular game session at the establishment. Some businesses will welcome such an event (bars and coffee shops generally like the business). But you have to have a place with a committed day and time for your game.

For the players, this shows your dedication to the campaign and (thus) to the players (i.e. themselves) who are participating in the campaign. If they know the day, time, and location they can plan their lives and carve out the time from their schedules; it allows the players to decide whether or not they can commit to the campaign. It does little good to be loosey-goosey with this step, even in the name of "flexibility" for the players...you will reap exactly what you sow in this regard.

Find a time and place that can work for you, on a regular basis.  If it has to change in the future, so be it (and that might cost you some players), but until it has to change, stick with it.


Step 4: First Session

I don't do any kind of "session zero." I don't have that kind of time to waste.

When I sit down with a new group (usually this only happens in a Con or demo setting), I have a little spiel I give that goes something like this:
"So, okay, we are going to be playing Advanced Dungeons & Dragons, called AD&D for short (sometimes known as "first edition" or "1E"). If you're familiar with the game...

[here I do a brief head check or hand raise to see who knows AD&D]

"...I play pretty much by the rules with a few exceptions...

[I briefly list my 3-4 pertinent exceptions for the AD&D players at the table]

"...and perhaps a couple others that will arise later in play. What you need to know, at this point, is that you are a group of adventurers seeking fortune and fame in dangerous locations. You will each create a character that will be your role and vehicle for exploring the game world. As the Dungeon Master, I create the game world and control all the various denizens, people, and creatures you encounter. I run the world, and you tell me how you want to act in the world.

[I'll leave off those last couple sentences if everyone at the table knows what D&D is]

"I want to emphasize from the outset that AD&D is a cooperative game. Each of you will have different skills and abilities depending on your character; you will all find ways to contribute. If you can pull together as a team, you'll have a much better chance of surviving and thriving. I don't allow player vs. player ("pvp") fighting in my game: your characters are assumed to know better than to attack each other when they are already beset by dangers all around."

[again, I might leave off that last bit for folks who've already played at my table]

"As professional adventurers, your job is to face dangers and find treasure. Because treasure finding is your profession and objective of play, any loot you recover during the adventure is worth experience points to your characters. Acquiring more experience points will make your character better at their abilities...but only if they survive. Right now, your characters are beginning adventurers with NO experience under their belts, and the little money you have should be invested in equipment that you feel will help you on your adventure."
We then make characters. When playing in my home, we usually have two or three PHBs to hand around the table. I work with the new players to create their characters. We use Method I from the DMG for rolling ability scores (4D6 six times, take best three, arrange to taste), but the player must have at least two ability scores ranked at 15+ to be considered viable characters (as per the first paragraph on p. 9 of the PHB). In convention settings, or if doing a demo, I always bring pre-gens to the table, but when starting a campaign, I think it's important everyone make a character. Even with rank novices, this process doesn't take much longer than 30-35 minutes to complete.

We then settle in to play. I always offer an adventure scenario (i.e. a "dungeon") that focuses the players and gets them working together, and that is suitable for a group of 1st level PCs. All those other "hooks" created back in Step 2B? Those come into play AFTER the initial dungeon foray. The players need to have a chance to test their skills and mettle...and discover how their fellow adventurers perform...before they can be hit with a variety of choices of "what to do next." Once they've had a chance to enter (and leave) the first dungeon, THEN you give them a bunch of rumors of possible money-making opportunities (all hooks should have some sort of financial incentive to it). They can then decide whether or not they want to continue plumbing the first dungeon, or moving on to other...potentially greener...pastures.

This is the game; it only expands from there. You will build more onto your campaign between sessions, possibly expanding things that come up on the fly during the running of the game. But the players who enjoy this type of "adventure gaming" will be hooked, and they will endeavor to make it back to the next session (possibly bringing buddies)...which is why you need to already have a commitment to a scheduled place/time on the books.

Okay, that's a lot. Any questions?
; )

10 comments:

  1. I'll add that the food court at the local mall is a location that's worked for me. Food, bathrooms, big tables, air conditioning, plenty of parking, you can stay all day, and sometimes you can snag a new player from folks passing by. I actually had someone from the mall come and take pictures of our game for their newsletter. An added plus in my case is there's a restaurant in the mall with a great selection of beer for after the game hanging out.

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    1. Ha! My closest mall has been under construction for some 15+ years, so I wouldn't have even thought of that. But, yeah, for folks who don't mind being in the public eye (hundreds of people pass through a food court on any given day!) that would certainly work.

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  2. Great advice! Especially the (essential!) one about DM authority, which is particularly old-school.

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    1. Is it? Just reading through the introduction to the 5E DMG, I find the following text:

      "The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and YOU are in charge of the game."

      Later in the same chapter, I see:

      :"As a referee, the DM acts as a mediator between the rules and the players. A player tells the DM what he or she wants to do, and the DM determines whether it is successful or not, in some cases asking the player to make a die roll... The rules don't account for every possible situation that might arise during a typical D&D session...how you determine the outcome...is up to you... Sometimes mediating the rules means setting limits."

      What in 5E (obviously a 'new school' game) seems to state the DM is NOT the final authority of the game?

      So far as I can tell, at least through 2014 (when the 5E DMG was published), all editions of D&D vested authority for the game in the Dungeon Master running the game. I'm not sure just when people decided that the inmates should be running the asylum, but that paradigm shift seems to be be something that happened within the gaming community, not the game itself.

      A Dungeon Master cannot be effective in their role if they do not have final authority over their world. Period, end of story. "DM" does NOT stand for "Dancing Monkey."

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    2. No shared narrative in 5E? That's good to hear.

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    3. Wellll...I'm working on something at the moment.
      ; )

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  3. This is some great work.

    Determine what you want to play, how you want to play it, communicate that to the potential players and then if they agree start playing. But do the work and be prepared to keep doing the work.

    With how easy desk top publishing is I like to create a guide book before a campaign that I send out before the first session. Layout the house rules to the system, the style of DM that I am, the type of adventures I am going to run, give an overview of the world, and the sandbox map with about fifty rumors of treasure, adventures, and factions to inspire the PC.

    I understand that some folks love to read these cover to cover and others just skim them, and I make it clear you only have to read the first two pages and the rest is optional. But I don’t want any one starting my campaign not knowing there is a good chance of death, that I run with slow advancement, and that I don’t have Monks or Gnomes in my campaign world.

    I also lay out that it’s a game and games have rules. I’m running a sandbox, here is the map of the sandbox, you can do anything you want in the sandbox, but you can’t leave the sandbox. Then I gamify it more with revealing that the south of the sandbox has lower level hooks (which you can probably tell from the rumors anyway, but…), and the further you go north the harder it is. Nothing is stopping you from heading straight to the high level hooks and testing your luck, but it’s baked into the sandbox and you know that the mysterious tower a few hexes over is less dangerous than the ruins 20 hexes north. At the end of each adventure you have to pick what you are doing next and tell me so I am ready.

    I review these in person during the first session (no session zero, let’s roll dice tonight!) and players can reference the campaign book as we go without having to remember stuff.

    Then after each session I e-mail out a document with each characters earned XP and any rumors, lore, and world info learned that session. This isn’t a recap of events, but world building stuff. Maybe info about a knightly order they encountered, maybe they asked more questions about “Trunch the Troll” and got additional rumors not found in the world guide, maybe they went to a village and they get a map of that village with key locations laid out, etc. This helps collects info and builds the world slowly for them. I also like to make sure some rumors are updated. For example maybe the players hear that a mercenary company took out the orcs raiding the dwarf mines or a wizard hired a group to braved the mysterious tower and they lost some of their crew but brought him an ancient book. This makes sure that the PC know that the world keeps moving and “quest” expire.

    Just like you suggest I tell them the first adventure is going to be a little bit of a railroad to get everyone comfortable with each other. I’ve ran the same kick off adventure for my last two campaigns. PC trying to rescue a few villagers taken by salvers. The adventure ends with a two threads connected with the plot of the slavers if they want more of that, two “treasure maps” if they don’t care about the slavers, two “treasures” that could help them ingratiate themselves with the factions if they chose or they can just sell for loot. Additionally if they don’t like any of those they can just follow one of the rumors, but setting people lose in a sandbox, especially a group that doesn’t know each other well requires a little structure for the first few sessions.

    But all of this is a lot of work, rewarding work, but its not easy. I stopped my last campaign after 130 sessions or so when my second kid was born and I couldn’t commit to the 10 hours of prep each week needed to properly maintain the campaign. I’m not complaining about that prep, I enjoy it, but I didn’t want to have my campaign to drop in quality at the end (looking at you Game of Thrones)and ruin what came before it.

    Look forward to you expanding this and think your advice is applicable to all versions of D&D not just AD&D.

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  4. Interesting. I don't have anything of value to add right now, but my son's group is moving away from 5e to a new AD&D 1st ed game set in the past of the same world and they are all loving it.
    I am mixed. My book keep disappearing!

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    1. You know Christmas is just around the corner, right? I got my kid his own PHB...mm...two years ago? And followed that up with a DMG for a birthday.

      But those old hardcovers are harder to come by then they were even a couple/three years ago. Still...just an idea.
      ; )

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