Hello. I’m about to start the Vecna campaign for my group, and am just looking for any tips from anyone who’s run this campaign before. I have DM’d a few one-shots, but never a full campaign. I’m really looking forward to this, but am just looking for some tips, tricks, and advice. Thanks all.
In high level play its often easy for the players to run over encounters, especially doing one fight per long rest.But its also easy for a PC to be killed with lucky dice rolls or surprise. I like to amp up the tension and story. Lean into RPing the NPCs. Even let the party beat encounters without rolling initiative if they try to bypass an obstacle without attacking.
Rolling with the wild and crazy choices of the party can be challenging when trying to run a module, but If you let them go in a different direction, then drag them back, it is sometimes better than saying you can't do that thing, or go that way.
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Hello. I’m about to start the Vecna campaign for my group, and am just looking for any tips from anyone who’s run this campaign before. I have DM’d a few one-shots, but never a full campaign. I’m really looking forward to this, but am just looking for some tips, tricks, and advice. Thanks all.
I think this should go in Dungeon Masters Only. There's more people there.
Yeah I am going to run Eve of Ruin as well and some advice would be really handy
DM: He doesn't have much besides the skin on his bones.
Me: I'll take the skin on his bones, then.
Also, this is for Redwall nerds: Eeeeeuuuuulllllllaaaaaaaalllllllliiiiiiiiiaaaaaaaaa!!!!!!!!!!!!
In high level play its often easy for the players to run over encounters, especially doing one fight per long rest.But its also easy for a PC to be killed with lucky dice rolls or surprise. I like to amp up the tension and story. Lean into RPing the NPCs. Even let the party beat encounters without rolling initiative if they try to bypass an obstacle without attacking.
Rolling with the wild and crazy choices of the party can be challenging when trying to run a module, but If you let them go in a different direction, then drag them back, it is sometimes better than saying you can't do that thing, or go that way.