Tuesday, March 24, 2015

Time and Inspiration




Once you have been bitten by the DM bug and are ready to throw together some gnarly encounters, you will be forced to confront the more practical challenges...time and inspiration. Rome wasn't built in a day, and neither was the Tomb of Horrors. As a DM gains experience, they become more adept at improvising material on the spot, but even the most free-form game requires a framework to build upon. 

Even a single hour of preparation can make a difference. Overcoming writing resistance is your greatest challenge at this phase. I usually take a brisk walk or a jog before I get started, and then set a timer for thirty minutes or so when I am writing (then take a break, rinse and repeat.) 

You should never feel guilty about not having enough time available. Things come up, the intricacies of life mess with your game time, and if it seems like you never have the time you need to be ready and comfortable, extend your deadlines. Maybe this means trading off game-running responsibilities with someone else, or maybe it means having a movie or Nintendo Night instead. Or you could even play around with some DM-free tabletop alternatives (I will highlight some of those in a future entry.) Running a pre-made module is also an option, there are many available for free online.

And here comes the final vital piece... inspiration! While it may still be possible to run a session that is just a generic dungeon crawl, if you want a truly engaging experience you will need a strong concept. Consider it your elevator pitch (a way to present your idea in the time you would have on an elevator ride with someone.)  The best concepts are simple, elegant, and imaginative. The quickest way to find inspiration is to take some examples from your favorite books, movies, TV shows, or whatever media you enjoy! Just make sure you don't copy anything to the tee. You're looking for the broad strokes here.

Here are some core concepts I have used for campaigns, ranging from specific adventure hooks to the mood and theme of a setting.
  • A cabal of ancient wizards tries to destroy a technologically advanced city by turning their machines against them.
  • A club of adventurers set out to solve problems and make a name for themselves in a world on the brink of global war.
  • An ancient treasure lies in a jungle temple guarded by jaguar men and wild dinosaurs
  • The underground tunnels beneath a modern city house a garrison of aliens who arrived decades ago.
  • Terrorists are after Aladdin's magic lamp... but the "genie" inside is actually a microfilm containing the plans for a hydrogen bomb!
  • A courtroom battle to prove a man's innocence in which the opposition uses every dirty trick in the book. 
It doesn't need to be the greatest idea ever, but it better be the best idea you have at the moment. Don't hold anything back, if it is something that sounds fun then now is the time to let it shine. Collect your notes and get ready to play!

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