Campaign Expansion and Contraction
Save My Game
by Stephen Radney-MacFarland
Last month, I provided some pretty good reasons why you may want to say no to your players every so often. One of the best reasons is in the pursuit of creating the campaign that you want to run. While I’m a big proponent of the idea that good DMs target games toward the preferences and emotional kicks of the players (audience … cough, cough … excuse me), there’s a flip side to this. As a basic rule of thumb, you should be twice as excited about the campaign as your players are. That might not be realistic, there are some excitable players out there, but the point is that you need to be into it. After all, while DMing is time consuming, it’s not a job. If you treat it like one, you are more likely to burn out quickly. Knowing this, you may want to think about joining a group that does round-robin DMing so you can bail out before it starts to burn.
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About the Author
Stephen Radney-MacFarland caught the D&D bug at an impressionable age. Once the content manager for the RPGA, and a developer for the 4th Edition D&D rules, he is now a freelance game designer doing work for Wizards of the Coast, Paizo Publishing, and is part of a fledgling group of game commentators and game designers called NeoGrognard. During the daylight hours he teaches game production classes at the International Academy of Design and Technology of Seattle.