In addition to leveraging our own strengths as a Dungeon Master, it's also important to consider how the components of a pre-written campaign or our own work align with the specific group we're running for.
These are the various character elements and how we can perfectly incorporate them into our campaign, here are the player's considerations
DM Considerations
- We need to look for opportunities to adapt the gameplay to integrate these existing hooks, we will replace a minor villain with his recurring archenemy or have a faction NPC recognize our past achievements.
Higher Starting Levels: Many tables swear by starting at level three to improve playability. However, Curse of Strahd is a level one to ten adventure.
DM Considerations:
- We must adjust the initial content to match a higher initial level until the characters reach the expected level for a specific area.
- It is ideal to use alternative starting points that enter the module later in the story. In Curse of Strahd, there is an option for characters who have completed the Death House introductory game.
Homebrew Content: The vibrant community of homebrew enthusiasts is easily one of Dungeons & Dragons' greatest assets. But, these homebrew creations can sometimes clash with modules that assume specific character choices.
DM Considerations:
- To avoid potential conflicts, it is vital to determine in advance whether a player's custom species will trigger special comments from NPCs and whether it will affect dialogue with both NPCs and factions.
Incompatible configuration books: Even among the official books, there are cases where configurations may be incompatible. Such is the case with Dragonlance which does not feature Warforged, and it is highly unlikely that the Barovians could trust a Thri-Kreen.
DM Considerations:
- In such cases, the options can be kept mechanically the same but with a new tradition. Such as the case of, "forged do not exist here, but our character could be a golem."
- Other times, it may be necessary to modify the narrative to adapt it to the chosen module. For example, "Giff is not native to Icewind Dale, but you were marooned here and your Spelljammer was stolen."
It is crucial to note that sometimes the concept of a character may not match the chosen game. It is important to discuss with players which module they are interested in playing and what limitations there may be for character creation. To maintain continuity between stories, it may be necessary to join characters in creative ways. This can add depth and complexity to the overall narrative.
It pays to use the art of customization when shaping a module by incorporating custom non-player characters (NPCs). Whether derived from our own creative ingenuity or existing within our realm, NPCs from previous modules can be seamlessly integrated into our current masterpiece. To avoid overwhelming the game, we will efficiently replace non-essential characters with these new additions.
It is possible to improve the uniqueness of these interactions by ensuring that players retain the memory of the characters and our shared history. NPCs should reference previous events, fostering a sense of connectivity beyond the boundaries of the module. The primary antagonists, easily identified by the names that adorn the title and the faces that adorn the book covers, pose a greater challenge to recycling. It is ideal to introduce a third party as a link between them or as a sponsor, ultimately serving as a powerful overall villain.
Use smaller segments of larger volumes
Sometimes a piece of literature may not align with our desired campaign theme, and we feel compelled to force its inclusion for fear of waste. It is a dilemma that is not uncommon, but the key to incorporating it successfully lies in dividing the text into smaller portions that can be integrated without problems in future projects, such as the Curse of Strahd random encounter table can add a chilling touch to a gothic themed game. Meanwhile, The Mad Mage's Undermountain is conveniently divided into floors that can serve as dungeons suitable for levels five through twenty. Likewise, the Fortune's Wheel or Ghosts of Saltmarsh side quests are great single-player adventures. It's feasible to try replacing the Angels vs Devil's Baseball game with a conflict between two local factions for a low-risk backup adventure in case of last-minute cancellations.
This is everything we know about How to personalise a prewritten campaign in Dungeons & Dragons, follow these instructions detailed here and enjoy this great game.