Running a D&D Campaign
Reconnected with gaming group from collegiate years. We're six players in three time zones, playing biweekly sessions.
- Planning three-hour sessions, with built-in breaks and Intro/Gameplay/Outro pacing
- Taking notes during gameplay
- Improvising with players while not letting the wheels totally fall off
- Collaborating with players to build a story
- Encouraging equal levels of contribution to the world and gameplay
- Balancing between pre-written content and in-the-moment creativity
- Keeping players on pace and on track so we're constantly pushing forward
- Reflecting with players after the session with MVP moments, to highlight the group's success and individual players' contributions
- Balancing as many unique playstyles and motivations/goals as there are players, including myself
- Leveraging existing technology (and building my own) to manage aspects of campaign with work-smarter-not-harder ethos
Honestly, running D&D is a multi-hour product management meeting, and I do it for fun. Repeatedly.