Is Your D&D Campaign Idea Worth Playing?
408 segments
Every terrible D&D campaign idea could
have been saved by one simple thing that
can make any game unforgettable. So
today, I'm showing you what it is by
also giving you a very easy-to-follow
six-step process to turn any campaign
idea into the best you've ever played.
And to make it extra easy to understand
and use this method, we're going to take
a very generic campaign premise and turn
it into something amazing. But just
before we jump into this miracle method,
I think we need to establish the
difference between an idea and a
premise. Most DMs, when they sit down
and start planning their campaign, come
up with a [music] premise, which is
basically the synopsis of the movie, so
to speak. Like, an ancient wizard has
gotten more powerful over several
centuries, and now he wants to conquer
the known world and become a god, for
example. This is actually where we're
going to start. Let's call that wizard
Soreliak, because we'll stay with him
for a while, so might as well give him a
name. What's wrong with this premise,
you ask? It has a villain, conflict,
stakes, [music] so it feels like a good
campaign idea. Well, on a surface level,
maybe, but stop the bad guy is quite
cliché. So if you stop there, it will
start feeling empty quite quickly. I
believe the best campaigns go deeper
than this and are about something. So an
idea is that premise, but coupled with a
question. And I will show you how to
find it by going through the six steps I
mentioned. [music]
Step one is very quick. Before we do
anything else, we need to make sure our
premise has three core elements: a who,
a what, and a where. [music] Who is the
antagonist or force behind the main
conflict. What is what they want, and
where is the region, world, or place
it's happening in. And so, I think our
wizard checks all those boxes. Who?
Well, it's an ancient wizard, duh. What?
He wants world domination. And where?
Could be anywhere. Plug your own world
here. For the purpose of today's video,
we'll give it the incredible name of the
fantasy kingdom. And we're done. Most
DMs have at least this much, but the
problems start now. Step two is very
important. I think a lot of people miss
it by not even realizing it's actually a
step. It's the mysterious question idea
I mentioned. I like to call it the seed
question, because everything else in the
campaign will grow out of it. Just to be
clear, this has nothing to do with plot.
What you don't want to do is simply add
a question mark to the premise, which in
our case would be something like, will
the hero stop Soreliak? I find it way
more useful when the seed question is
more philosophical. It should be about
how the world works or how people work.
I'd like you to ask yourself, what is
this campaign about? What question or
theme are you going to explore with the
players? And for it to be good, I think
it needs three things. First, reasonable
people should be able to disagree about
the answer. If everyone in the room
would give the same response, I don't
think it's really a question. Second,
the villain and the players should be
engaging with it from different angles,
because it belongs to the whole campaign
and not just [music] one side. And
third, I think every player character
should be able to have a personal
relationship with it, because if a PC
doesn't [music] care about it, that
player is going to be bored and it could
compromise the mood at the table. So,
what's our example campaign's seed
question? I want to try this: Who gets
to decide what the world should look
like? Let's see how this works when we
zoom in. With this question, our wizard
is not really a power-hungry maniac
anymore. I mean, he is, but we just
added more depth. Now he's someone who
looked at the world real close and saw
corruption, famine, wars, etc. And he
decided that him, someone with a
superior intellect and actual vision,
should be in charge, because he believes
he could fix things. [music] And given
how powerful he is and godhood is
actually on the table, maybe he can. So,
he is still very much a villain with
some kind of fascist agenda. We didn't
touch the premise, but now defeating him
is not just about leveling up and
checking a box. We made the fight about
something. The question doesn't just
change [music] the villain, but also the
players' experience, because now every
faction or NPC they meet and every
choice they have to make has to go
through a who gets to decide filter. Is
the king really better than Soreliak?
Didn't he come from a long line of
corrupt nobles himself? The players will
become powerful as the campaign
progresses, but it will play a role in
the kingdom's fate. And even if their
intentions are good, are they legitimate
enough? What I like about the seed
question is that it turns the campaign
into a conversation. But we can't stop
there, because now we need to see how
this question impacts the rest of the
world. By the way, if you find this
video helpful at all, please hit the
like button with your most powerful
ability to help it reach more people and
create better games for everyone. In the
third step, we zoom in on the villain
and ask ourselves, do they represent a
specific answer to the seed question?
And is that answer actually compelling?
Even if they're wrong and actually bad
guys, I think you need to spend a bit of
time to turn your villain into the most
persuasive argument for the wrong side
of the debate. Because if the players
can't understand why anyone, not
necessarily them, but anyone would agree
with the villain, even a little bit,
then the villain is just an obstacle and
won't be that memorable. In our example,
Soreliak's answer to who gets to decide
is the most capable person, which is
himself, because he truly is extremely
ancient and powerful and can actually
see the full picture. He has been alive
for hundreds of years and seen elected
leaders fail and corrupt nobles waste
their power. He has seen dozens of
generations just suffering. He is still
a bad guy, and his methods, you know,
conquest, domination, etc., are truly
awful, but at least it's possible to see
how some people might choose to follow
him and agree with his diagnosis.
They're wrong, but we know from
countless real-world examples that
suffering can lead people to choosing
very dark paths. So he's credible. Now,
the wizard is not just an NPC, but a
philosophical position the players have
to confront. But this is where we need
to be careful, because the seed question
idea is very powerful, but it can also
become a trap. If the villain and the
characters are the only ones engaging
with it, you'll build some kind of chess
game, sure, but the D&D game will feel
empty, because you haven't built an
ecosystem. You need to make sure every
major faction and important NPC
represents a different answer to the
question, because this is where you
build what I like to call the conflict
web. This is step four, and it's how our
theme becomes a world. Let's go back to
the example to make it easy to
understand. Our seed question is, who
gets to decide what the world should
look like? From there, we can build four
new factions and make sure each one has
a different answer. The crown loyalists
say, it's all about the bloodline. They
believe [music] tradition is stability,
there is an heir to the throne, and they
should rule. Sure, the heir is a child,
but they'll grow up eventually. Then we
have the people's council, and they have
limited power at the moment, but they
believe that everyone should decide
together. They want elections,
representation, etc., etc. It comes with
downsides we're all familiar with. It's
imperfect, sometimes messy and slow, and
of course corruption is a thing, and
charismatic power-hungry people will
weaponize the system. We also have the
merchant consortium. To them, whoever
controls the resources should be in
charge. [music] They don't say it like
that, of course. They appear extremely
reasonable and talk about stability and
growth, but deep down, that's what they
think. And then, I think we also have a
faction of hermit druids. They live in
the wilderness, and for them, nobody
should decide. They think civilization
is closer to a disease than most people
realize, and sure, nature is cruel, but
it brings balance, and balance is the
best you can hope for. And so now, if we
zoom out, we see that they've got a
whole lot more interesting. None of
these guys are perfect and all have
flaws, and the players will have to
navigate this by making alliances,
choosing who to support. It could change
depending on what happens in the game,
and it will keep the conversation going.
Without the seed question, it would be
easy to have the crown loyalists as just
the noble faction, the merchants as the
shady faction, and the druids as the
weird [music] guys in the forest. They
would just be a backdrop, and the seed
question gives them reasons, which will
make players care. [music] Just quickly
before I go on, if you find this useful
but don't know where to start, I find
that starting with a few interconnected
NPCs can also be a good way to build
this, which is why I built the living
[music] town. It's a collection of 15
NPCs with built-in secrets, story hooks,
[music] and motivations. They're all
ready to just be dropped into your world
to make your next campaign even [music]
better. So, just check out the link in
the description. And now, back to step
five. So far, we have a premise, our
seed question, a cool villain, and a
whole web of conflicts waiting to
happen. But what about the characters?
[music]
This is what we're going to do in step
five. We're going to ask, do all the
characters have a personal reason to
care about our seed question? This is
not about quest hooks. You need to make
sure there is something in their
backstory or values that can [music]
connect them to the who gets to decide
question in a way that makes this
campaign's tension their tension as
well. If one of the characters could be
taken out of this campaign and dropped
into any other one without any further
modifications, their link to your idea
is probably not strong enough. So, for
our example campaign, what does it look
like? Say we're going to be playing with
three players playing a fighter, a
warlock, and a cleric. The fighter
served the old king before he died as
part of the royal army, and they watched
him make terrible decisions. They're
loyal, but starting to wonder if loyalty
should go to a ruler or its people. What
if the warlock's patron was Sorel Yak?
Maybe they picked a Great Old One and
don't even know it at the start. [music]
Depends on your table. Maybe don't do
this if you don't know the player well
enough to know that [music] they would
find the reveal cool down the line. But
the point is, maybe they've seen his
vision from the inside and even if they
mostly care about getting stronger, they
might find some of it at least
interesting. And for the cleric, maybe
his dad is at the people's council or
something and he was raised believing in
collective rule, but some of the new
council members are really corrupt and
hurt his dad and he is now starting to
have doubts. The point is, all of them
have a personal stake in the seed
question. [music] Quick disclaimer
though, I think if you want this step to
succeed, you need to make sure about two
things. One, your players should know
the meta tone of the campaign and be on
[music] board. In our example, they
should agree to play in a morally gray
political fantasy with hard choices to
make. This only works if people aren't
expecting to just kill goblins in
dungeons, which is cool, too. It's just
not this campaign. And two, you need to
talk with the players and give them
information about the setting, but you
don't tell them the actual seed
question. If you tell them this campaign
is about who gets to decide what the
world should look like, it will prevent
the conversation from happening
organically. You tell them about the
vibe, give them factual details on the
factions their characters would know,
but keep some mystery. It's a lot more
fun when the players discover by playing
instead of being told. The question is
your compass as the DM to make sure
you're working on the right stuff. Okay,
cool, but we're not done yet. We might
have a lot of things so far, but how do
we make sure it's actually going to work
at the table? This is when we move on to
step six, which is where we stress
[music] test everything. And to do this,
I think you need to ask yourself, can
your first session put the seed question
on the table within the first hour
without you naming it? The goal you
should aim for is to have your players
to walk out of session one already
discussing the theme without even
realizing it. If you can do this,
congratulations, you have a banger
campaign idea. But if session one is
just some variant of you meet in a
tavern and here's a quest, the seed
question isn't planted deep enough in
your world. So, here is how we could
start our example Sorel Yak campaign.
The players arrive in a city called
Dariville and the old king died three
days ago. He had an heir, but they're
just a child, so there's no clear
successor and the streets are tense.
Straight away, we'll give them a
trigger. We'll put them in a situation
that demands an immediate response.
Maybe a group of royal soldiers shows up
to escort the child princess to her
coronation and the crowd gets hostile
and someone throws a stone, so one of
the soldiers attacks the person who
threw it. The players are in it
immediately. Will they protect the
princess? Shield the crowd? Try to
disarm the soldier? Maybe they'll even
try to kidnap the princess. The point
is, it doesn't really matter. Every one
of those possible choices is the
beginning of an answer to who gets to
decide. [music]
The seed question entered the chat the
moment the stone was thrown. You didn't
have to spell it out, but they're
already engaging with it. I find it a
lot more interesting than you're in a
tavern and hear rumors of a dark wizard
gathering power in the east. Do you want
to investigate? Which is probably what
would have been the campaign start if we
hadn't put in the work. If you're
struggling to make the seed question
surface organically in session one, try
to trace the problem backwards. Usually
it's because your conflict web isn't
connected well enough to [music] the
opening situation or because the
positions of your NPCs aren't expressed
through actions as well. So, we still
have our original an evil wizard wants
to conquer the world premise, but now
that wizard isn't just a monster, but
one voice in a complex argument in which
every character has something personal
at stake and session one gets the
conversation going immediately. I
believe this is the difference between a
campaign premise and a campaign idea and
that the campaigns that become boring
for everyone, sessions that feel
disconnected, etc., simply never found
their question. So, for your next
campaign, write down the premise, you
know, the who, what, where question, and
then ask yourself, what is this campaign
actually about? But now, if you go
through these steps, you're going to end
up with a conflict web full of NPCs.
This method I just shared with you works
on the macro level, but it does not tell
you how to make sure your NPCs aren't
boring to interact with, which could
ruin all of this work. So, click on this
video next to learn how to avoid this by
making the best NPCs your table has ever
seen.
Ask follow-up questions or revisit key timestamps.
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