Life happens, and the campaign has to pause.
For beginners or a quick adventure, one-shot campaigns can be the perfect way to go.
A year down the line, everyone starts to get settled, and the itch comes back.
Stick Together by Dave Greco
So, now it’s crucial that you get that campaign back on track.
Here are a couple of ideas to help.
The death of imagination is fatigue.Full stop.
Arguing Councilors via Zoltan Boros
Enact A Timeskip
You’ll see this a lot in shows.
Consider devoting ten to twenty minutes of the first session to each player, group size dependent.
Let them get acclimated to their character before merging their stories again.
Arguing Councilors via Zoltan Boros
Share A Summary
Some Dungeon Masters, however, love the pressure.
After all,sometimes the story is too good to shift away from.
Whatever you decide,it turns up the heat on your players and gets them moving.
Sudden Insight by Dan Scott
There is no better time to startreintroducing those consequences than when the players return, good or bad.
This start to your campaign could even become more impactfulif your players don’t remember everything they did.
Don’t fool them, but don’t shut out the possibility of having a soul-crushing roleplay moment.
Planar Philosopher By Robson Michel
(Think: “You took everything from me.”
“I don’t even know who you are.")
You may very well have a much more morally dubious party on your hands.
Spelljammer Art Via Wizards Of The Coast
This is an introduction of the old plot into new devices.
The story can start back up smoothly, especially if you tie them into the old story.
Sinister Forces by Paul Scott Canavan
The Outlands Splash Art by One Pixel Brush