Foreword: Apprentice Ian has been hard at work developing a successful Curse of Strahd campaign...between two groups. Now, it would always work out that one group (meeting monthly) would take place before the other (meeting weekly), allowing the DM to take the lessons learned from the first group and apply them with great success with the second. This is the lesson of practice and learning from the feedback you receive through play to make satisfying encounters. His main struggle here is trying to re-apply the successful lessons from the second group to the first, so that both tables have satisfying sessions.
Originally Transcribed on 5/12/20
As a new DM, one of my greatest goals is to create an engaging and satisfying story for both myself and my Players to enjoy. In my eyes, the ultimate goal of a game like Dungeons & Dragons is to have fun with your friends. And so, when a social encounter I’ve set up falls a little flat, for either of us, it feels disappointing. Now, it’s important to take this with a grain of salt - even the most experienced DMs will go through this, and it’s not the end of the campaign just because your goblin merchant doesn’t quite harmonize with the Party. These things happen.
But it’s not what this entry is about.
I am in a fortunate position as a new DM: I am able to take what is essentially the same encounter, and present it to two groups, one after the other. Because of this, I am able to learn from any missteps I make, and enhance the things that went well. However, I want to take even the lessons I learn from the second chance, and apply them to the future scenarios I set up for the first group. And so, I have found myself asking a few questions.
What are the goals of my PCs, and of the Party in general? This is important to understand, because each session should feel as though the Party has in some way furthered their goals in the campaign. Whether this means defeating an ancient dragon, removing a political figure from power, or seeking revenge against a Big Bad Guy, the encounter must somehow relate to that goal.
What are the goals of my NPCs, and what knowledge do they hold? When I begin to plan my encounter, one of the top things in my mind is to create an interesting NPC with depth of character. This means that the character will have their own motives, which may not be aligned with the Party’s. The answer to this question which shapes the dynamic of the conversation, and determines whether the NPC can be considered antagonistic or protagonistic in the eyes of the Party.
Finally, how do I best reward the Party for their time invested in the encounter? This is honestly one of the things that concerns me most. An encounter that does not have a significant impact on the Party is meaningless, and a waste of time. The Party members are making an investment each time they interact with an NPC, so it’s important that they feel like it changed their perception of the world, helped them further their goals, or fleshed out the setting overall. For example, learning the location of a magical artifact, understanding the motives of a powerful enemy, or making a crucial ally who will provide safe harbor from the city guard.
These are not all of the questions one could ask when creating a rewarding and satisfying encounter, but they are effective at enhancing a DM’s creative faculties. They touch on key points that will bring your interactions to life - even when improvising the lines. I am confident that this lesson will prove invaluable in all of my campaigns, and I hope it will help you as well.
Good luck on your journeys.
Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.
Honestly, I write what I want when I want. Often monster lore, sometimes miniature showcases, and the occasional movie/show review.