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Below are a few guide lines to aid the DM run a successful and interesting campaign.
1.Ideas.
Where do you get the ideas that form the basis of your adventures. The most obvious place is to read the rules, then read them again. Ask yourself how monsters, magic items and spells might be interestingly combined. Many adventures seem to be only an illogical series of encounters and events, but even though this is a fantasy world, logic must still prevail to make it seem real. Think about social and economic implications of the rules. Image what you would do if you were and Orc Chief, a bandit king, a noble man or a magician.
As ideas come to you jot them down, whenever you are watching a film, reading a book and an idea that you like springs out at you then make a note of it, maybe it can e fleshed out later to enhance the campaign. Having all these ideas in one place can help prompt adventures , backdrops or even the whole flavour of a campaign setting.
Read a bit of mythology, D&D really has a massive basis in medieval heroic literature so do a bit of research. Pick something that you feel attracted to, something that provides ideas and stories that can be adapted, celtic myth, Arthurian legend, Arabian Nights etc all have wonderful scenarios that can be adapted for game play.
2. Rationales
At first you may not be bothered why there is this strange underground dungeon lair filled with monsters and hoards but eventually it helps to think the logic through. In medieval times dungeons were usually small above ground affairs, just a few cells and a torture room, so what is the logic explanation for our fantasy dungeon? In a magic rich universe does it not follow that the best defence would be an underground fortress lair. The traditional medieval castle can be blown down, climbed over, flown onto, dimension doored into. The strongest part of a fortress would be the hidden underground domain, a maze of passages and rooms that can not be easily attacked short of venturing into it by the main door. Other variations on this are burial catacombs ,natural caves, abandoned burrows from giant animals. Above ground adventures could take place in the backstreets and basements of cities or in the wilderness itself. All these seem slightly more logical that a simple isolated dungeon full of random creatures.
Try to keep the inhabitants logical to. Many places may be home to tribal bands, that's not to say amongst a goblin cave den there may not be a few trolls or humans, wolves and
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Below are a few guide lines to aid the DM run a successful and interesting campaign.
1.Ideas.
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Dungeons and Dragons: Tips for dungeon masters
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