Death is the ultimate punishment for failure, but a cunning and subtle (or merciful) GM can “reward” failure without wiping out the party!
In a perfect world, every PC would be roughly as capable as his fellows. However through unbalanced rules, player skill or GM interference sometimes a PC gets broken.
The hallmark of a great GM is that he’s always trying to improve his game and campaign. Only an idiot thinks he knows it all and that his game is perfect.
Campaigns die all the time. Some just peter out while others implode spectacularly. Why do some campaigns crash and burn while others seemingly go on and on?
It all started out so well. There was a real buzz at the table, and every session was great. But now, the game seems to have lost that buzz. Is your campaign about to die?
One facet of running a successful campaign is actually meeting up and playing. While it might sound stupid and incredibly basic, in today’s busy world sometimes just managing to meet up to play a game can seem like a Herculean achievement.
A successful campaign is so much more than a series of vaguely related modules strung together. It needs a point, it needs a purpose and the players need a goal.
Adventures set under a city’s streets invariable feature networks of dank, noisome sewers. There are other locations, however, a GM could consider as the setting for his adventure.
In victory or defeat, every campaign must end. But in the same way as the manner of a hero’s death is important, the way in which a campaign ends is just as important as how it begins.