I’ve started running Curse of Strahd and have been having a ton of fun making wacky homebrew things for my party and tweaking the module. Unbeknownst to the players so far, I have made them all a secret Dark Power trying to use them to usurp Strahd and Vampyr, and they’re just waiting to offer their dark gift.
For example, I have a druid with some fire giant ancestry who loves Produce Flame and is their front line, so he’ll be offered a slightly weaker Rage with the Path of the Storm Herald desert feature to use once per long rest. The celestial warlock would get charges to boost his Eldritch Blast damage and some secondary healing in exchange for sapping his life.
Giving my players powerful upgrades alongside typical class advancement can make some encounters harder to balance around, but as long as we’re all having fun who cares about balance??
For me on either side the sentiment can be summarized by moments of “holy shit. That just happened…”
Plans going perfect, plans going awry, shocking acts of RNG, excellent performances of narrative or improv.
For years now i thought the details and the world building behind the campaigns is the most fun part, at least for me. After now three to four years building a world, without having my players play even one session in this world. I don’t deem my world ready yet. I think it’s never gonna be played. Its to much fun just creating the world. I don’t want my player find a loophole while playing and me having to fix it mid game with a not as perfect solution as it could be.
I love creating the bones of a world or a situation, then seeing how the party interpret, contribute, and react to it, then reacting to their decisions for the next session.
Also sometimes, making traps and BBEG plans for them then being able to pull it off (and watching like a proud parent as they successfully get out of the situation)
Yes exactly. For me, the most rewarding part is including the breadcrumbs to the real story while allowing them to explore the world we’re building together.
I’ve just been throwing breadcrumbs in front of my party for years now and taking them where ever they go. Its been so much more fun than just ‘telling my story’ for me. I would always have the start of a story I wanted to tell, but could never sort out the middle and the end, so I just let the players do it now and enjoy the show.
Three years ago I wrote some notes regarding the lore and background of the world I placed my players in. Now they’re invested and actually hunting down the villain I added only as a background.
Nothing is as good as players being invested and exploring the world well past my initial ideas.
Not strictly a DnD player (Pathfinder and World of Darkness mainly) I love the “creatively appropriating” ideas and concepts from other media, figuring out what makes different genres work and pulling everything together into an awesome narrative. I love it when my players get into their characters.
My current PF campaign is heavily Destiny inspired, so I’m pulling all kinds of ideas from the lore and the game itself and reworking them into a more strictly fantasy setting.
I always say it’s not ripping off, it’s an homage! I love pulling inspiration out of other media.
I love when players start putting clues/lore together and figuring things out.
It shows they care about my setting and they’ve been paying attention.
So rewarding when they engage with it like that! I’ve been trying to plant foreshadowy bits so they have a few “oh damn” moments coming up.
I wish I could have this. Two of my players take notes, but only one takes them in enough detail to piece things together. I recently gave a the not-so-great note taker a dream (full text was provided in a message) with a bunch of bread crumbs for their character to follow. It was to encourage them to talk with the other player characters and try to solve this mystery together by utilizing connections that the other players have. In this dream, I gave them:
- A very uncommon first name of an important NPC they can seek out. The NPC is the Empress of one of the opposing countries.
- A description of an area, including geographic markers that they could use to pinpoint its location. This place is very unique. If they ask someone in game that studies any sort of geography, they will likely be told where to go
- A description of another set of the mcguffins that the team had just gathered. This is literally their main quest right now
The response I got back from the player was “Yeah… i don’t know what i need to pull from this”. This is from the player that keeps contacting me after the game saying that they want to interact more with the world and do more RP. When pressed with “well you could ask one of the other characters for help” I got a “nah, I want to do this on my own”.
Please send help…
So rewarding when they engage with it like that! I’ve been trying to plant foreshadowy bits so they have a few “oh damn” moments coming up.
Both as a player and a DM is theorising and imagining ways that different scenarios would go. Both tactical combat and social encounters. Even if the ideal circunstances don’t come up and my characters is not that broken or my players predicable enough for this to happen, It feels so good to make a decent build that makes sense or cool encounters.
DM here, mine is a bit vague and cheesy but whatever. Favourite part is seeing how excited my friends get when something cool happens! Whether it’s pulling out a spicy combat encounter, or they connect the clues of some big plot point, or they pull off something heroic and/or disastrous in game and we all know it’s unforgettable.
Being a DM feels a bit like hosting a party (except less overwhelming). It feels like giving gifts to my friends in the form of a fantasy world. It’s highly fulfilling, and we end up weaving many joyful memories together.
(Also hello from a fellow Curse of Strahd DM!)
Have you used any supplementals? I’ve dug through most of Mandymods stuff (shout-out to her) but haven’t looked at Dragnacarta or the interactive Tome yet.
We’re at the start of our campaign (they’ve just gone though Death House) so I’ve yet to dig deep into it but I have been taking a close look at both MandyMod and DragnaCarta.
At first I was preparing to follow MandyMod closely with the Fanes and stuff but it ended up getting a bit overwhelming for me and I realised I didn’t actually need or want all of it. So I’ve dialled back a bit and am just taking bits and pieces of inspiration wherever fits. I’ve liked stuff from both supplements so I’ll probably continue to do so, although I have to be careful with MandyMod because there’s so much homebrew lore in it that I need to remind myself what is module lore and what is fan lore. Nevertheless, there’s a treasure trove of stuff to add which is a really nice change for running a module.
I haven’t actually heard of the interactive tome, marvel missed that but I’ll have to check it out!
I love when my players get deeply immersed in a scenario I created and engage with all of the NPCs and create a story we’ll tell each other for years.
DM here. The biggest thing for me is when the players get emotionally engaged to the story and the beats. They fell actual hatred for the BBEG. They get so excited about a reveal that they all can’t talk for a minute. Something happens in game, and half the players are having a chat in the Discord in character, outside of game time. The reactions from the players are so rewarding.
The next best is when they come up with a solution to a problem in the game that I hadn’t even considered. It’s kind of fun to have to just say “OK. Hang on a minute. I was totally not prepared for y’all to try that, so I’m going to need to figure out what they impact of that is.” The players always get really excited about that; I think they love to stump me.
I’m like you, I love making homebrew items and monsters to throw at my party in equal measurements I also really enjoy creating lore and reasons why things are happening in the setting. I’ve been meaning to try a module so I can practice working within an existing story framework more.
I’m much better at tweaking preexisting things than coming up with my own off the bat, so I havent tried a fully homebrewed setting, but I’ve played in two now with another group. Taking the bones of a module and fleshing it out is pretty satisfying though, have you looked into any to run?
I looked into Descent into Avernus, but honestly, I wanted to make so many changes to that module it wasnt worth it. I also toyed with Strahd but horror and being scary isn’t my thing either. I kinda stopped looking since my group is taking a break for a good while, but if I end up dming again it will almost certainly be with a premade module.
As a player I love any time we actually get to play, quite a lot of time spent away from the table unfortunately.
When I first started DMing, I focused a lot on maintaining a captivating pace at the table, and also had a few story beats that I wanted to hit, and kind of nudge the players towards. This meant I was able to pull off some gratifying one-shots, or short arcs, which I thoroughly enjoyed, but longer adventures started to become too stressful to properly maintain. Especially if there is a larger connecting world or lore in place beforehand, that felt more constricting as the campaign went on.
Practically it felt like being a filmmaker and making every session sensational. And when it worked, it felt awesome. If a session did not land properly however, I felt quite discouraged afterwards.Then I discovered: hey, I want to be surprised as much myself by the events as the players at my table. I don’t want them to follow my pre-existing story beats. Rather, I want to be an impartial arbiter and just see how the players react, and especially interact.
Want to kill a key NPC? Sure, you can try, and if you manage to do it, the world will react accordingly.Three things I employed to make every session much more enjoyable for myself:
- Adventure Design. I build adventures and campaigns “bottom up” (instead of top-down, where you do a lot of worldbuilding before play starts). Basically it means I have smaller sandboxes, with a few hooks, that might not even be backed up by anything yet, and just see what the players engage with and what sticks. Check out this Matthew Colville on Youtube, that explains it way better than I could.
- Powerful Tools. I like giving the players meaningful powers and abilities, that are powerful, but also have some drawbacks. Not talking about the default “+1" magical items, but more like “you are invisible while you play this flute loud enough” or “With this ring you can breath under water, but you dry up if you don’t submerse yourself in water once a day.” And as soon as they earn such abilities, I just let them use it. Bypass substantial parts of the adventure? Well OK, you earned it - even if it’s hard in the moment to accept as a DM, I err on the side of just allowing it, because it feels awesome as a player to just be allowed using ones tools successfully.
- Random Tables. I was very reluctant to use it at the table, because I did not wanted to drag the pace down and maybe “misinterpret” or tank the pace of a session. Sometimes I even rolled on random tables before a session, to “prepare properly”. But as soon as I committed to trying using random tables during a session, I noticed, that these sometimes quite improvised elements, caused the most fun on the table overall. And I just like being surprised by these twists and turns they might offer, how I can interpret them, and especially how the players react. And more often than not, they cannot even tell afterwards, what sprung from a random table, and what was planned beforehand.
tl;dr being surprised by the twists and turns in the narrative I did not expect myself
I do almost entirely solo, but my favorite part is the unexpected.
If you play a computer game, you know what’s going to happen or what’s within the boundaries of the simulation it’s running. Tabletop isn’t like that. It can spiral into anything and end up anywhere. That’s very refreshing and mentally engaging.
That freedom is exactly what I like about ttrpgs too. How do you do it solo?
Oh it’s a whole method. I use oracles, i roll on tables, i automatically generate NPC’s.
The actual easy part is combat because “usually” there’s a best choice for the enemy to take in any situation that makes sense for them.
My favorite part is having to explain a rule for the 17th time.