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Is Your D&D Campaign Idea Worth Playing?

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Is Your D&D Campaign Idea Worth Playing?

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408 segments

0:00

Every terrible D&D campaign idea could

0:02

have been saved by one simple thing that

0:05

can make any game unforgettable. So

0:07

today, I'm showing you what it is by

0:09

also giving you a very easy-to-follow

0:12

six-step process to turn any campaign

0:15

idea into the best you've ever played.

0:17

And to make it extra easy to understand

0:19

and use this method, we're going to take

0:20

a very generic campaign premise and turn

0:23

it into something amazing. But just

0:25

before we jump into this miracle method,

0:27

I think we need to establish the

0:29

difference between an idea and a

0:32

premise. Most DMs, when they sit down

0:34

and start planning their campaign, come

0:37

up with a [music] premise, which is

0:39

basically the synopsis of the movie, so

0:41

to speak. Like, an ancient wizard has

0:43

gotten more powerful over several

0:45

centuries, and now he wants to conquer

0:47

the known world and become a god, for

0:49

example. This is actually where we're

0:51

going to start. Let's call that wizard

0:53

Soreliak, because we'll stay with him

0:55

for a while, so might as well give him a

0:57

name. What's wrong with this premise,

0:58

you ask? It has a villain, conflict,

1:01

stakes, [music] so it feels like a good

1:03

campaign idea. Well, on a surface level,

1:05

maybe, but stop the bad guy is quite

1:08

cliché. So if you stop there, it will

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start feeling empty quite quickly. I

1:12

believe the best campaigns go deeper

1:15

than this and are about something. So an

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idea is that premise, but coupled with a

1:21

question. And I will show you how to

1:23

find it by going through the six steps I

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mentioned. [music]

1:25

Step one is very quick. Before we do

1:28

anything else, we need to make sure our

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premise has three core elements: a who,

1:34

a what, and a where. [music] Who is the

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antagonist or force behind the main

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conflict. What is what they want, and

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where is the region, world, or place

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it's happening in. And so, I think our

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wizard checks all those boxes. Who?

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Well, it's an ancient wizard, duh. What?

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He wants world domination. And where?

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Could be anywhere. Plug your own world

1:53

here. For the purpose of today's video,

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we'll give it the incredible name of the

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fantasy kingdom. And we're done. Most

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DMs have at least this much, but the

2:02

problems start now. Step two is very

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important. I think a lot of people miss

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it by not even realizing it's actually a

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step. It's the mysterious question idea

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I mentioned. I like to call it the seed

2:15

question, because everything else in the

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campaign will grow out of it. Just to be

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clear, this has nothing to do with plot.

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What you don't want to do is simply add

2:24

a question mark to the premise, which in

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our case would be something like, will

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the hero stop Soreliak? I find it way

2:30

more useful when the seed question is

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more philosophical. It should be about

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how the world works or how people work.

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I'd like you to ask yourself, what is

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this campaign about? What question or

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theme are you going to explore with the

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players? And for it to be good, I think

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it needs three things. First, reasonable

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people should be able to disagree about

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the answer. If everyone in the room

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would give the same response, I don't

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think it's really a question. Second,

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the villain and the players should be

3:00

engaging with it from different angles,

3:02

because it belongs to the whole campaign

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and not just [music] one side. And

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third, I think every player character

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should be able to have a personal

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relationship with it, because if a PC

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doesn't [music] care about it, that

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player is going to be bored and it could

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compromise the mood at the table. So,

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what's our example campaign's seed

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question? I want to try this: Who gets

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to decide what the world should look

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like? Let's see how this works when we

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zoom in. With this question, our wizard

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is not really a power-hungry maniac

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anymore. I mean, he is, but we just

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added more depth. Now he's someone who

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looked at the world real close and saw

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corruption, famine, wars, etc. And he

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decided that him, someone with a

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superior intellect and actual vision,

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should be in charge, because he believes

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he could fix things. [music] And given

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how powerful he is and godhood is

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actually on the table, maybe he can. So,

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he is still very much a villain with

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some kind of fascist agenda. We didn't

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touch the premise, but now defeating him

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is not just about leveling up and

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checking a box. We made the fight about

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something. The question doesn't just

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change [music] the villain, but also the

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players' experience, because now every

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faction or NPC they meet and every

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choice they have to make has to go

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through a who gets to decide filter. Is

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the king really better than Soreliak?

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Didn't he come from a long line of

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corrupt nobles himself? The players will

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become powerful as the campaign

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progresses, but it will play a role in

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the kingdom's fate. And even if their

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intentions are good, are they legitimate

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enough? What I like about the seed

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question is that it turns the campaign

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into a conversation. But we can't stop

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there, because now we need to see how

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this question impacts the rest of the

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world. By the way, if you find this

4:45

video helpful at all, please hit the

4:47

like button with your most powerful

4:48

ability to help it reach more people and

4:51

create better games for everyone. In the

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third step, we zoom in on the villain

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and ask ourselves, do they represent a

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specific answer to the seed question?

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And is that answer actually compelling?

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Even if they're wrong and actually bad

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guys, I think you need to spend a bit of

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time to turn your villain into the most

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persuasive argument for the wrong side

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of the debate. Because if the players

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can't understand why anyone, not

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necessarily them, but anyone would agree

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with the villain, even a little bit,

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then the villain is just an obstacle and

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won't be that memorable. In our example,

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Soreliak's answer to who gets to decide

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is the most capable person, which is

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himself, because he truly is extremely

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ancient and powerful and can actually

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see the full picture. He has been alive

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for hundreds of years and seen elected

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leaders fail and corrupt nobles waste

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their power. He has seen dozens of

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generations just suffering. He is still

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a bad guy, and his methods, you know,

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conquest, domination, etc., are truly

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awful, but at least it's possible to see

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how some people might choose to follow

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him and agree with his diagnosis.

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They're wrong, but we know from

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countless real-world examples that

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suffering can lead people to choosing

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very dark paths. So he's credible. Now,

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the wizard is not just an NPC, but a

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philosophical position the players have

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to confront. But this is where we need

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to be careful, because the seed question

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idea is very powerful, but it can also

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become a trap. If the villain and the

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characters are the only ones engaging

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with it, you'll build some kind of chess

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game, sure, but the D&D game will feel

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empty, because you haven't built an

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ecosystem. You need to make sure every

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major faction and important NPC

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represents a different answer to the

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question, because this is where you

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build what I like to call the conflict

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web. This is step four, and it's how our

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theme becomes a world. Let's go back to

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the example to make it easy to

6:44

understand. Our seed question is, who

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gets to decide what the world should

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look like? From there, we can build four

6:50

new factions and make sure each one has

6:53

a different answer. The crown loyalists

6:55

say, it's all about the bloodline. They

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believe [music] tradition is stability,

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there is an heir to the throne, and they

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should rule. Sure, the heir is a child,

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but they'll grow up eventually. Then we

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have the people's council, and they have

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limited power at the moment, but they

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believe that everyone should decide

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together. They want elections,

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representation, etc., etc. It comes with

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downsides we're all familiar with. It's

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imperfect, sometimes messy and slow, and

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of course corruption is a thing, and

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charismatic power-hungry people will

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weaponize the system. We also have the

7:28

merchant consortium. To them, whoever

7:30

controls the resources should be in

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charge. [music] They don't say it like

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that, of course. They appear extremely

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reasonable and talk about stability and

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growth, but deep down, that's what they

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think. And then, I think we also have a

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faction of hermit druids. They live in

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the wilderness, and for them, nobody

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should decide. They think civilization

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is closer to a disease than most people

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realize, and sure, nature is cruel, but

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it brings balance, and balance is the

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best you can hope for. And so now, if we

8:00

zoom out, we see that they've got a

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whole lot more interesting. None of

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these guys are perfect and all have

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flaws, and the players will have to

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navigate this by making alliances,

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choosing who to support. It could change

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depending on what happens in the game,

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and it will keep the conversation going.

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Without the seed question, it would be

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easy to have the crown loyalists as just

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the noble faction, the merchants as the

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shady faction, and the druids as the

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weird [music] guys in the forest. They

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would just be a backdrop, and the seed

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question gives them reasons, which will

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make players care. [music] Just quickly

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before I go on, if you find this useful

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but don't know where to start, I find

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that starting with a few interconnected

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NPCs can also be a good way to build

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this, which is why I built the living

8:44

[music] town. It's a collection of 15

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NPCs with built-in secrets, story hooks,

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[music] and motivations. They're all

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ready to just be dropped into your world

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to make your next campaign even [music]

8:53

better. So, just check out the link in

8:56

the description. And now, back to step

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five. So far, we have a premise, our

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seed question, a cool villain, and a

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whole web of conflicts waiting to

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happen. But what about the characters?

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[music]

9:08

This is what we're going to do in step

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five. We're going to ask, do all the

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characters have a personal reason to

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care about our seed question? This is

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not about quest hooks. You need to make

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sure there is something in their

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backstory or values that can [music]

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connect them to the who gets to decide

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question in a way that makes this

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campaign's tension their tension as

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well. If one of the characters could be

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taken out of this campaign and dropped

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into any other one without any further

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modifications, their link to your idea

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is probably not strong enough. So, for

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our example campaign, what does it look

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like? Say we're going to be playing with

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three players playing a fighter, a

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warlock, and a cleric. The fighter

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served the old king before he died as

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part of the royal army, and they watched

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him make terrible decisions. They're

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loyal, but starting to wonder if loyalty

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should go to a ruler or its people. What

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if the warlock's patron was Sorel Yak?

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Maybe they picked a Great Old One and

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don't even know it at the start. [music]

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Depends on your table. Maybe don't do

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this if you don't know the player well

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enough to know that [music] they would

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find the reveal cool down the line. But

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the point is, maybe they've seen his

10:17

vision from the inside and even if they

10:19

mostly care about getting stronger, they

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might find some of it at least

10:23

interesting. And for the cleric, maybe

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his dad is at the people's council or

10:27

something and he was raised believing in

10:30

collective rule, but some of the new

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council members are really corrupt and

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hurt his dad and he is now starting to

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have doubts. The point is, all of them

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have a personal stake in the seed

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question. [music] Quick disclaimer

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though, I think if you want this step to

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succeed, you need to make sure about two

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things. One, your players should know

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the meta tone of the campaign and be on

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[music] board. In our example, they

10:54

should agree to play in a morally gray

10:56

political fantasy with hard choices to

10:58

make. This only works if people aren't

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expecting to just kill goblins in

11:02

dungeons, which is cool, too. It's just

11:05

not this campaign. And two, you need to

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talk with the players and give them

11:08

information about the setting, but you

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don't tell them the actual seed

11:13

question. If you tell them this campaign

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is about who gets to decide what the

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world should look like, it will prevent

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the conversation from happening

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organically. You tell them about the

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vibe, give them factual details on the

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factions their characters would know,

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but keep some mystery. It's a lot more

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fun when the players discover by playing

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instead of being told. The question is

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your compass as the DM to make sure

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you're working on the right stuff. Okay,

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cool, but we're not done yet. We might

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have a lot of things so far, but how do

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we make sure it's actually going to work

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at the table? This is when we move on to

11:48

step six, which is where we stress

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[music] test everything. And to do this,

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I think you need to ask yourself, can

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your first session put the seed question

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on the table within the first hour

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without you naming it? The goal you

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should aim for is to have your players

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to walk out of session one already

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discussing the theme without even

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realizing it. If you can do this,

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congratulations, you have a banger

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campaign idea. But if session one is

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just some variant of you meet in a

12:15

tavern and here's a quest, the seed

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question isn't planted deep enough in

12:20

your world. So, here is how we could

12:22

start our example Sorel Yak campaign.

12:25

The players arrive in a city called

12:27

Dariville and the old king died three

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days ago. He had an heir, but they're

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just a child, so there's no clear

12:32

successor and the streets are tense.

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Straight away, we'll give them a

12:37

trigger. We'll put them in a situation

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that demands an immediate response.

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Maybe a group of royal soldiers shows up

12:44

to escort the child princess to her

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coronation and the crowd gets hostile

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and someone throws a stone, so one of

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the soldiers attacks the person who

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threw it. The players are in it

12:54

immediately. Will they protect the

12:56

princess? Shield the crowd? Try to

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disarm the soldier? Maybe they'll even

13:00

try to kidnap the princess. The point

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is, it doesn't really matter. Every one

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of those possible choices is the

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beginning of an answer to who gets to

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decide. [music]

13:09

The seed question entered the chat the

13:11

moment the stone was thrown. You didn't

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have to spell it out, but they're

13:14

already engaging with it. I find it a

13:16

lot more interesting than you're in a

13:18

tavern and hear rumors of a dark wizard

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gathering power in the east. Do you want

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to investigate? Which is probably what

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would have been the campaign start if we

13:27

hadn't put in the work. If you're

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struggling to make the seed question

13:30

surface organically in session one, try

13:32

to trace the problem backwards. Usually

13:35

it's because your conflict web isn't

13:36

connected well enough to [music] the

13:38

opening situation or because the

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positions of your NPCs aren't expressed

13:43

through actions as well. So, we still

13:45

have our original an evil wizard wants

13:47

to conquer the world premise, but now

13:49

that wizard isn't just a monster, but

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one voice in a complex argument in which

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every character has something personal

13:56

at stake and session one gets the

13:58

conversation going immediately. I

14:00

believe this is the difference between a

14:01

campaign premise and a campaign idea and

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that the campaigns that become boring

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for everyone, sessions that feel

14:08

disconnected, etc., simply never found

14:11

their question. So, for your next

14:13

campaign, write down the premise, you

14:15

know, the who, what, where question, and

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then ask yourself, what is this campaign

14:20

actually about? But now, if you go

14:23

through these steps, you're going to end

14:25

up with a conflict web full of NPCs.

14:27

This method I just shared with you works

14:29

on the macro level, but it does not tell

14:31

you how to make sure your NPCs aren't

14:34

boring to interact with, which could

14:36

ruin all of this work. So, click on this

14:39

video next to learn how to avoid this by

14:41

making the best NPCs your table has ever

14:43

seen.

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