Y. Shared Campaigns - JulTob/DnD GitHub Wiki
Shared Campaigns - Summary
Overview: Appendix A of Xanathar’s Guide to Everything provides guidance on running a shared campaign, a framework that allows multiple Dungeon Masters (DMs) and players to participate in a single campaign without the need for continuity between sessions. This format is particularly useful for groups with fluctuating attendance or in organized play environments, such as the D&D Adventurers League.
Key Points:
Shared Campaign Concept:
- A shared campaign is episodic rather than continuous, meaning each session is self-contained. Characters can be transferred between different DMs within the same campaign.
- This setup ensures that a game session can occur as scheduled, even if some players or the usual DM are unavailable.
Coordinating Play:
- With multiple DMs, the campaign remains flexible and resilient to scheduling conflicts, ensuring regular gameplay.
- Players can take their characters from one game session to another, allowing for diverse experiences within the same campaign world.
Designing Adventures:
- Adventures should be designed to fit within a single session, typically 2 or 4 hours.
- Each adventure should have a clear beginning and end, allowing players to complete the adventure within the allotted time.
- Adventures need to be adaptable to accommodate varying character levels and player choices.
Code of Conduct:
- A shared campaign should have a code of conduct to ensure all participants have a positive experience. This might include guidelines on behavior, such as following the DM’s lead and respecting other players’ opportunities to participate. • Adventurers League: • The largest example of a shared campaign is the D&D Adventurers League, overseen by Wizards of the Coast. • The Adventurers League provides a structured environment with rules and guidelines for shared campaigns.