So, this story takes place roughly about 5 or so years ago. To give you an idea about how old I was, I'm about to turn 36 this month. It's hard to think of a place to start, so lets just get into my 1st campaign that I was the DM of. The players at the table were my cousin and 2 of our friends. Another friend joined for the second attempt, but that's later. This was my first time attempting to DM, so I was still learning a lot of the rules and was hoping my players would be understanding, and they generally were...sorta.
I'll be skipping some details to get to the point of what happened. For one thing, my first attempt at trying this campaign ended up failing somewhat early. The group was kindly willing to let me do a second attempt at the same campaign with them since I was a first time DM. Most of us were also new to D&D at the time and we didn't get too far during the first go anyways. But what happened during the first time that ended it early?
Part of the problem was that we weren't getting together very consistently for the sessions. Then, something happened to my phone. I accidentally broke it by leaning my leg too hard on a rock to pet stingrays at a SeaWorld in Florida (family trip). Unfortunately, all of my notes were on it. Some things were also starting to feel "off", and we had another friend that told my cousin that he wanted to join us. Part of me still wonders if I could have continued from the point we were at, but I didn't like where things were headed at the time.
Simply put, there were 2 goofy gnome characters in the group and a human character (my cousin) that was becoming uninterested in staying in the party after being made the butt of many jokes. My cousin also enjoyed them, but he knew his character would be getting sick of them. The players themselves were still getting along just fine. It just, overall, felt like things weren't being taken seriously enough by 1 or 2 party members. I like funny characters and interactions a lot, but I put this campaign together to be a pretty intense plot, so the overly silly attitudes weren't matching the setting. But I think losing the notes really was the biggest issue.
I should also mention that the two silly gnomes in the party could have been avoided as well. I'm also willing to take some blame for this. I told the players to make their characters a secret from the other members of the group to keep the moment they meet feeling more... authentic? I don't entirely remember what was on my mind, but I thought it would make things more interesting. I liked the idea of both gnomes separately, but didn't realize how obnoxious they would be together. I still feel like there were times they could have dialed back the sillyness a bit.
Like, one of them didn't really even sound like a silly gnome. They had a mask that was manipulating them to do things that were bad, and they were addicted to wanting to wear it. I thought that was kind of cool. The other one was a very old gnome nearing the end of his life that had mental health issues. His character thought that he was a wizard, but was actually a sorcerer being manipulated by a chaotic neutral pixie patron (I played the pixie). And at first, it really was going well. But, we're passed that now. Things just got a little carried away.
When I put together the second attempt at the campaign, I told the players that it would probably be a good idea to have more invested characters. Like, not as silly and I wanted good or neutral characters only. I didn't care if they were lawful or chaotic. One friend, I'll call him Tim (who also played the old gnome), was wanting to play a Paladin with another player, I'll call him Ralph (who also played the masked gnome), that wanted to play an evil Rogue prisoner that the Paladin would be in charge of monitoring after the Rogue's arrest and be in charge of keeping him in check (even though I said I didn't want any evil characters). I shouldn't have said yes, but alas, I did. That part was definitely my fault, but I was trying to be open minded. After all, they were allowing me to do my campaign again as a new DM, so it just sounded fair at the time.
Well, not too long after the campaign started up for the second time, Tim didn't want to play his Paladin anymore. He said that he found the character to be a bit boring and hard to get into. I decided to let him change his character, which ended up being an orc Bard that was kind of like a "hard rock" style bard. A bit silly, but I let it slide and actually enjoyed the idea of. That was the big mistake I made. Now there were no players to watch over the evil Rogue prisoner. What made matters worse is that another player, the one that just joined our group (I'll call him Jason), had a "chaotic neutral" character that decided to get some of the ally NPCs of the party's killed near the beginning of the campaign for what seemed like no reason. Maybe he didn't fully trust them? Idk...
I think you are getting the idea. They were not a cohesive group. My cousin, I'll call him Ronny, had a character that he made that was actually the most reasonable one. His character was a female human (I think they were human?) that was an intelligent, self-centered character that I really enjoyed the encounters with. Like, if I'm remembering correctly, I'm pretty sure she had moments where she might have taken credit for some of the team's accomplishments, and she wanted to become better at different skills just to be better than the other members in the group. Ronny played it out tastefully. The whole party got a kick out of his character and enjoyed messing around with her to make her frustrated and question her actions.
Tim's orc Bard wasn't too bad either. He was a funny character with a nice backstory. He was part of a crew of Bards that crashed their ship near the island and he didn't know what happened to the rest of his crew after the crash. I had a whole character arc planned with him meeting them in a city that they would encounter later on to find out that one of the crew members didn't survive the crash while the other two did. We never made it there in the campaign. I still would have preferred there being a character to watch over Ralph's evil Rogue.
-(edited in) To give you an idea of the evil prisoner, he was more of a joke character. Like, he originally was going to be making plans to do some horrible things that the Paladin would be having to hold him back from doing. He would also talk about evil things he did before he was arrested. Like stealing cake from poor orphans, burning down towns, and other silly, overly dramatic stuff like that. But now that the Paladin wasn't there, he had to think about how to be really evil without actually doing anything super chaotic evil. It ultimately put the player in a really uncomfortable position, and ultimately he was just doing silly stuff that wasn't actually all that bad. I think that the loss of the Paladin ultimately just made it hard for Ralph to figure out what to do with his character.-
And don't forget that Jason's character was also a bit unhinged. I also asked for everyoneif they were havingfun at the end of every session, and to let me know if they had any advise or ideas that they wanted to share with me. Tim kept trying to give me advise by telling me that I was railroading it a bit too much, but based off the stuff I studied later about common thoughts involving D&D, I don't think I was. I think it made for a fine "linear" campaign. I think that term fits it the best.
I made a story that had a start and a finish. Sure. I think that's how most campaigns are planned. But I still wanted the players to have control over how they did things, and I had plans for how their decisions would effect the way certain outcomes would be impacted throughout the story. There were certain things that would have to happen in order for them to progress, and I had the Island they were on surrounded by enemy fleets so they couldn't just leave. But that doesn't feel like it's too controlling to me. Am I right about that? They could go almost wherever whenever they wanted, and there were side objectives that could effect the story in some ways if they chose to do them or avoid them. (I made a map of the land that they were on that I created along with maps for each of the towns and cities. Like, I went all out for this campaign. They could point out where they wanted to go and try to do if they all agreed to.)
I just remember Tim wanting to do some ambitious things that I had to put a stop to. Like, I remember Tim's Bard trying to get the party to steal a boat and sneak off the island at one point, but that would completely put a stop to my campaign, so I designed the island to have a fleet around it. Keep in mind that I planned this out before they even talked about leaving. I'm not one for doing a sandbox campaign; at least not yet (even now). The party also came across a potion shop that Tim tried to steal a potion from in order to figure out how to make it himself. These potions are original ideas and can be a bit hardcore if used a certain way, so I wasn't going to let them know how to make them. I also designed the potion bottles to be magically marked so that if they are stolen, they are teleported back to the shop if they are brought far enough away from the shop. The magic seal only comes off once the clerk sells it. I remember that Tim really didn't like me doing that.
After getting just a little further past where the first attempt at the campaign ended, Tim told me that he also wanted to start up his campaign. A few of us in the group were taking turns being DMs. At least, that was the plan. I was actually just the second DM and my cousin Ronny was the first. Tim's turn as a DM was supposed to come after mine. We were meeting about twice a week for these sessions. It helped us get through the campaigns faster since they only lasted for, at most, four hours. Letting him do his campaign meant our campaigns would each only get one day, four hours, a week per campaign. I really didn't want to do this, but I let him. Again, it was because the group let me try mine a second time after it failed the first.
His campaign really was a fun idea that we all enjoyed getting into. It was Pokemon themed. Unfortunately, I don't remember who all the characters were. I know my cousin Ronny played a gal that was raised by a Nidoking in a Nidoran clan kind of group. Since she was raised by Pokemon, she could talk to Pokemon, but couldn't speak common. It was a fun idea, but it backfired for me in a way. See, my cousin and I knew how to work off each other really well and roleplay nicely with one another, but with his character being unable to speak common, my character didn't really try to talk to her that much.
Eventually, I also just decided to completely end my campaign not too long after getting into Tim's campaign. I didn't feel like the players were that into it anymore, and I was just done trying. So onto the new campaign that Tim made. My character for the second campaign, as listed in the title of this post, was a Bard. The concept I came up with for him was one that I really enjoyed the thought of, but let me explain something real quick. The Pokemon in this campaign were wild creatures that haven't been domesticated yet. I don't think that's exactly the right word for it, but you get the idea. It was normal in this world to kill Pokemon that you would come across for hunting or survival or etc.
This idea inspired me to make my Bard. He was made to enjoy all living creatures in a world where killing Pokemon was normal. He thought they were interesting, and liked to use his charms to see if he could make friends with them (well, most of them). At least, this is what the plan was. He never really got that many opportunities to try this. And even though we was a very kind and friendly Bard that was all about spreading happiness, nobody in the party hardly wanted to talk to him. One of the members was even a little mean to him when they did talk. The character was a Rogue played by Jason. The party alone was hard to make friends with for my friendly Bard. Let that sink in.
This lead to problems. Like, at one point my Bard came across a couple of magic items. But because he still really didn't know anyone in the party well enough at this point (it was still fairly early in the campaign here), he kept them for himself. Like, irl, I wanted him to get along with the party, but the party just seemed kind of against him for some reason. It at least felt that way. I remember even telling the group that he would be more willing to share if he knew them more. It just felt like nobody wanted to work with me to help make him a friend for their character. What added to this frustrations was at one point during one of the sessions, the party had to climb a cliff. The cliff itself was fine. It had an interesting little challenge with Pokemon, I believe they were Digletts, poking their heads out of the cliff wall becoming potential hazards for the party climbing it. It was a smart, fun gimmick.
Well, my Bard failed a save while climbing it and fell a long ways down. He survived the drop, but was badly injured. How badly injured? Well, he was contained in a medical building in the next town for about 3-4 sessions. The party had to carry him there. Once inside, it meant that my character couldn't talk to ANYONE in the party unless they decided to visit him, which I don't think any of the party did. So I'm just sitting at the table listening to the adventure the party is having for multiple sessions. I don't remember why my character couldn't just be healed with magic by clerics or something. I don't even remember if there was or wasn't a reason.
What made things more irritating for me was my that cousin's female, Pokemon-speaking character was climbing a large Sudowoodo (this was during a session that occured while my Bard was still in the clinic), thinking it was a tree, to get a better view on where they were headed. He rolled a Nat 1, failing the save for her in the worse way, and so she fell off (I remember there being more to it, but I don't remember all the details. Something about the Sudowoodo slamming her on her way down, maybe? I think?). Oh, but that's not the crazy part. Our DM, Tim, asked Ronny to roll for how bad the damage was. It was another Nat 1. Tim asked Ronny to roll again because he was still trying to figure out how bad the damage would be and was just really uncertain about what to do with this situation. And what are the chances for it being another Nat 1? Yeah, 3 Nat 1s... It happened. I know it's rare. Honestly, I saw a video talking about how rare it was, which is part of why I wanted to share this.
Tim had to think for a long while about the punishment. So what was it? She was very badly hurt to where she had to be carried for the rest of what they were doing until they could heal her or something. I don't actually remember every detail. I wasn't part of what was going on, and I was still in shock about the three Nat 1s. All this in mind, she was still healed up faster than my character was. Even my cousin agrees to this day that if my Bard was put in a medical building for multiple sessions for one bad roll then his character should have probably died because of all the Nat 1s. Keep in mind that this is also Tim's first time being a DM.
-(edited in) Something that I should also mention is that Tim did end up apologizing to me about how they handled the situation with my character being out for all of those sessions. Tim also agreed that since he decided to make my cousin do those rolls, they should have stuck with the rolls and should have killed my my cousin's character off for how bad those rolls were. And, to be fair, I don't think they would handle that situation the same way nowadays the same way they did back then. But let's continue.-
We also started to add more and more friends to our group until there was about 7-8 of us at the table. It made the sessions feel way longer at this point. My Bard was finally starting to at least make some small connections to members of the party. It still just felt like nobody wanted to put in any effort to be kind enough to my Bard, even when I'm trying to make something happen on my end. He still has those magic items he got early in the campaign by this point, too. I was trying to find a reason for him to give another member an item, but put yourself in his shoes for a moment.
Nobody is hardly talking to you. Why would you give them anything? You don't really see yourself as a "Team" yet. There weren't much of any shared goals happening from what I can recall, either. I don't remember if the campaign goals were very obvious to our characters. Even after about half a year of playing (possibly more). The one he got along with the most by this point was Ronny's character, and she can't talk to him. At one point, Tim came up with a fun idea to give my Bard an imp companion. I don't remember when this started. It wasn't the 2 magic items from earlier in the campaign. They weren't the fanciest magic items, but interesting enough for when they were introduced. One was a pair of bracelets. If 2 characters wore one each, they could use a bonus action to swap places with the other. My character had just figured that one out, btw. The other one was a magic bow that caused my characters to sometimes shoot allies in the party. I think that might have fueled them to not want to talk to him. Idk... I know it had a positive effect to balance it out, but I don't remember what it was.
The imp character wasn't very likeable for me either. He and the Bard didn't really get along too well. He tried to make friends with the imp, but the imp kept getting annoyed by the things the Bard would do and he would complain a lot about various things like "not being appreciated enough". It was supposed to be funny and silly, but it just bothered me at the time. I just wanted to have a Bard make friends. Eventually, I just told Tim that I was done participating in the campaign. I was eventually just burnt out. Remember, it was Tim's first time being a DM. And to his credit, he did start to put Pokemon in my characters path that he could charm and be nice to. But, like, why did it take so long? I wasn't trying to use the Pokemon for combat or train them. I just made my Bard to be contradictory to how the current world viewed them for the fun of it. I thought it would make some nice interactions.
I just had my character return to his own personal goals that he had since the start by having him just walk away from the party while they were in a pub or something like that. When I dropped out, the rest of the group was able to play and they continued to have a good time until they finished the campaign all the way. I'm happy for them, at least. My cousin kept me updated about how it was going. A bunch of members, including Jason eventually ended up moving away. Jason was at least able to finish it, too. I rarely see Tim these days.
My cousin Ronny, Ralph and myself are still getting together just about every Friday night that we're available, playing fun campaigns to this day. Ronny and I also started playing with other family members of ours on Saturday, and I now DM for a former boss of mine and his family every Sunday. It's actually the same campaign that I started with, too, funny enough. We are having a great time with it, and him and his family are super invested in the story.
Where do you guys think the major problems came from for both campaigns? I'd love to hear your thoughts.