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Dungeons & Dragonshas a lot of different ways you might put together a campaign.
you’re able to create a fully personal setting and cast, a daunting but rewarding process.
A good blend allows you to get the best of both the prewritten and personal styles.
you’ve got the option to and should put your thumb on the scale if your vision differs.
The laterdungeon crawls form a more linear experiencein contrast.
Dungeon Of The Mad Mage is entirely composed of dungeon crawling.
Dungeon of the Mad Mage by Cynthia Sheppard
Each floor is broadly self-contained, soif one doesn’t appeal to you, it can be easily skipped.
Exploration / Wilderness
Some groups love the travel sections between adventures as much as the narrative.
Some modules lean heavily on this.
Ghosts of Saltmarsh has expanded rules for ships, crews, and vehicular combat.
If you don’t enjoy them, you caninstead ‘fast travel’ the group between points of interest.
Rebalance early content to match a higher starting leveluntil they catch up to the intended level for an area.
Use alternative starting points that enter a module later into the story.
Curse of Strahd already has an alternative starting point forcharacters who played the Death House intro game.
Sometimes, a character concept will be incompatible with a game.
Discuss with the players what module they are looking to play andexpectawhat tions there are for character creation.
These could be characters you’ve created for your setting already or NPCs from a previous module you ran.
The easy way to do this without the game getting bloated is to replace some non-essential characters.
Dungeon of the Mad Mage by Cynthia Sheppard
These are the best optional D&D rules to us from the Dungeon Master’s Guide.