Over the DM's Shoulder

Showing posts with label build. Show all posts
Showing posts with label build. Show all posts

Sunday, April 11, 2021

How to Design a Campaign Setting

Campaign settings can accomplish a variety of things when designed right. They provide a time and place for the story, they create opportunities for players to engage with the game, and they can make a story unique. But designing a campaign setting, despite these necessities, can be easy. All you need is to choose the right details and your campaign will be off on the right foot. This guide will help you consider all the necessary details and prepare you for a fun and complete game. 

In order to illustrate successful campaign setting design, I want to consider the last three campaigns that I have run as GM. The first, my most recent, is the mystery campaign. The second is a campaign I have been running with my immediate family; my mom, brother, and sister tend to the wellbeing of the common person in their campaign. And thirdly, I have my National Treasure campaign, which revolved around solving riddles and tracking artifacts to assemble a great power. Each uses my homebrew world, a place designed with player engagement in mind. Let's break down some of the details in each campaign setting to see why I included specific details. 

The mystery campaign takes place in a mid-sized city called Yamseth. Yamseth is characterized by income inequality and chaos storms which keep the average person from being able to get ahead. Yamseth is located on the spine of the world's largest mountain range, central to the continent. The guards in Yamseth are overworked and undermotivated, and they routinely press average citizens into solving crimes for them. Yamseth, as a place, is characterized by struggle. The average person's average day is harder than most people's lives in Evanoch, and that means that the players' experiences are characterized by that struggle. Readers of the mystery campaign know that the player characters feel worn down by the city and its challenges, and that they pursue the story out of requirement rather than implicit motivation. The player character experience, then, is struggle, like the city itself. This was intentional--I wanted my players to feel that the city was troubled and that they could, through concentrated effort, improve it. That's precisely what has happened; the player characters have turned empty real estate in public housing, and their work to solve the crime central to the story has often been a point of divergence for helping average people. 

Then we have my family campaign. I haven't really written about this campaign here on the site because it's a simpler game than I usually run; I have reduced the game to its more core elements for this campaign. The player characters come from a small town with few details decided other than its general location--it is located in the northwest corner of the map near Lake Playbor. It is surrounded by hamlets and thorps for the most part, other small towns seldom visited. In the first four sessions of their adventure, the player characters have journeyed to other nearby towns, dealing with an interconnected series of evildoers who wish to control the countryside. As of our most recent session, I added a new NPC who has tied together all of the evildoers; she theorizes that an artifact called the Stone of Corruption has affected the otherwise decent people the players have been combatting. The campaign as it will follow will pit the party against these corrupted figures as they seek to keep the countryside safe. As I mentioned, there is not much in the way of unique descriptors to this town, partially because I want the players to be invested in the area as a whole. They're very task-oriented--little time spent roleplaying--so the focus here is more on the way that evildoers come to their attention than about the town itself, though I plan to develop the town more as we go. 

Finally, there is the National Treasure campaign. I ran this campaign for about two years. It all began in a small town on a desert island called Ramsey, where all fantasy tropes are replaced with Wild West tropes. The party got into trouble and was run out of town. They traveled to a nearby settlement, killed its sole guard, and were again run out of town. They headed to another town, took a bounty, and moved on, only to be kicked out of the fourth town for trying to steal from passersby. Their travels in trying to track down all the artifacts finally took them across the island to a settlement of werewolves, who helped them in their fight against enemy vampires, and after many sessions tracking down side quests, the party confronted a dragon and freed the island of a dark magic. Unlike the mystery campaign, this story did not unfold in one city, but rather took place across an entire island. This meant that I was able to develop unique cities across the island, new places to inspire the players. This campaign was built to be silly, and so unlike in Yamseth, there are few details that add tragedy or seriousness to the campaign. 

So what makes these settings good design? They each respond to the main demands of each party. Yamseth is built for serious roleplayers. A sense of reality and consequence is vital to the story, or else the players will struggle to connect to the game. Yamseth must have enough potential for finely detailed story to satisfy the players. The family campaign is different; it was built with fun being defined by social experience. My mom is a first-time player, and we get more enjoyment out of her cries to light NPCs on fire than having an in-game conversation about morality. The point here is having a sandbox for interesting moments. My setting for the family campaign is pretty spare, but not once have the players done anything to connect to the setting; they want to take dramatic actions and make each other laugh. That leads me to the National Treasure campaign. These players were somewhere in the middle. They needed a somewhat grounded sandbox to play around in like my family, but they also wanted the capacity for some roleplaying and investment in the story. So I provided a setting with some grounding (real enough that the player characters could be run out of town for behaving like monsters) but lots of room for silly antics (and it would take a few articles to describe all the antics the party got up to). 

Responding to the needs of the party is important, but it isn't the only important thing. You also need your campaign setting to match the scale of the adventure. In Yamseth, the story is a murder mystery. The player characters must determine who killed Hildy Analeth, and to a lesser extent, why. The case itself ranges across the city, but it remains fairly focused. Staying within the city suits the campaign well because they have similar scopes of focus. But that doesn't work for the family campaign. The first session saw them defend their small town from a dastardly witch, and they spent most of their time outside of town itself that session. They haven't been in town for more than a few minutes since. The town is not vital to this campaign; the actions are. So we have the loosely-defined home base and then some slightly more defined satellites around the town for the players to visit. New locations are defined by the quest they will host rather than purposes on a map, and that's fine because it suits the needs of the party. And then there's the National Treasure campaign. I wanted the game to match the tone of the movies that inspired it, so it only made natural sense to have the campaign range far and wide across the land. Gathering artifacts and completing bounties require travel, and so the broad map for the campaign allowed the party to explore as they wished while still having a quest to lead them from here to there. 

Another consideration in a campaign setting is what kind of struggles exist in the area for the player characters. In the mystery campaign, the players are gathering information. Most of the discoveries the players make come from roleplayed conversations with NPCs. This matches what I want from the campaign: the players will be roleplaying primarily, with a focus on story. There has been only one moment of combat in the mystery campaign as of this writing, and that was a friendly boxing match. This suits my players, who are more invested in solving the mystery than in a traditional game of D&D. My family campaign follows this idea too: they want puzzles in the form of solving story problems. When they must find a new evildoer and stop them, they relish working out the "how" of it all--one of the highlights of our games is discovering who wants to solve the problem in what way. (Again, my mom usually suggests just lighting someone on fire.) So my setting doesn't get in the way, and I can focus on the events rather than the place. And the National Treasure campaign follows this as well. My players were almost exclusively new to D&D when I ran the campaign, so I needed to figure out what things they enjoyed. It turned out that my players loved being in combat, so I provided plenty of enemies and factions across the map (they fought dozens of vampires, a gang of outlaws, magical creatures, and the occasional guard during the adventure). They often got ahead of themselves in conversation with NPCs, so I only occasionally challenged them with roleplaying. And though they hated struggling with riddles, they loved the feeling of solving them, so I offered relatively easy riddles to progress the artifact-collecting story. A Wild West setting made sense of all this: plenty of fighting, not much in the way of charismatic conversation, and a bit of thinking outside the box all fit within the realm of the setting. 

Finally, you need something to set your setting apart. I like to have one big idea about the setting that makes it unique, or at least interesting enough for your players to invest in. With the mystery campaign, a city with income inequality isn't very unique in and of itself, but the chaos storms create a somewhat unique experience for players. Further, the chaos storms gave rise to the rich building towers that rise above the chaos storms, meaning that the setting itself has changed according to the lore we've established for it. Also, the detail about the city guard forcing citizens (especially outsiders) to investigate crimes both serves the story (forcing the party to solve the murder) and contributes to the sense of injustice in the city. The family campaign setting, as I have said, is relatively simple. But we do know certain details about the setting that make it specific to the party. The first session revealed that the town in which the player characters live is mostly inhabited by women; it is a small settlement deep in the woods with no nearby neighboring towns. The second session told us that the nearest town was being run by a spellcaster who had been lowering the intelligence of townsfolk to control them. The third session depicted that nearby town and how it had fallen prey to the spellcaster, and the fourth session followed the party as they sought to protect the nearest major city from the Stone of Corruption. All of this paints a picture of an area of wilderness that is practically defenseless to the powers of unbridled magic. The party emerges as heroes because only they have taken the initiative to protect the area from whatever threats may come. This works just fine as a setting; the party feels they are the heroes of the little person, with obligations that stretch beyond just their community. And the National Treasure campaign was set in a Wild West setting; gunslingers became folks who were quick with a hand-crossbow, hard agrarian life persisted, and bounties were a path to riches for anyone with the right skills. But it was also a land inhabited by vampires and werewolves, a place where grand conspiracies concealed great powers. It was a place where anything could happen, which suited the high antics of the party just fine. 

If you're sitting down to create a campaign setting, there are resources to making it all a little easier. If your campaign will take place in a focused setting like a single city, use this guide to create your map and develop details about the place. If your campaign will take place across a wider setting, you can use this guide to create a larger campaign setting. Mapping is more important than it seems at first glance. It lets you get a real sense of what a place looks like, gives you opportunities to make it unique, and allows you to communicate your ideas about the gameworld to your players. It doesn't have to be professional-looking; just something that represents the idea is fine. As it stands, I have carefully mapped Ramsey, home of the National Treasure campaign, but I haven't given the same treatment to the family campaign or Yamseth. Here's why: Yamseth is a roleplaying paradise, and I haven't been willing to set the city in stone yet for fear that I won't be able to add something in later on. If the party asked for a map, of course I would immediately create one, but without that impetus, I'm happy for Yamseth to remain a place that lives only in my gaming group's minds. And the family campaign is very loose--we haven't needed to orient ourselves that way yet. Importantly, both Yamseth and the family campaign are games I run via video chat software like Zoom, and I haven't had cause to design a map that wouldn't be used much in the games. But I'm adding all of Ramsey's maps below so that you can see what kinds of development to work on when your campaign setting deserves a map. 

The entire island system that is Ramsey. 

The small and idyllic town of Hart Springs, known by the rest of Ramsey as "Fools' Landing."

The puritanical town of Fairbank, where the citizens of town believe the sun won't rise if they don't sacrifice a living thing to the sun god each day. 

Hidden beneath Fairbank, Fairburrow is home to those seeking escape from Fairbank's restrictions. 

A burgeoning industrial city, Hyder Bend is perhaps the richest settlement in all of Ramsey. 

Hangman's Slab is part city, part penal colony. Those who try to escape must swim all the way to Fink's End to reach safety. 


Broken Shield is an advanced city, using technology and magic to farm in the arid desert and seeking to solve social problems with apartments and a history museum. 

Built at a bottleneck in the mountain, New Paradise is a fort-like settlement not far from the ruins of Old Paradise. 

Sunset Ridge is the hub for bounty hunters, and from its place overlooking Sunset Canyon, it attracts travelers from all over Ramsey. 

This repurposed fort is now a trading hub, prized for its ability to protect goods from the bandits that patrol the area. 

Located in a marshy bayou, Fink's End is home to those who wish to stay out of the public eye, especially escaped convicts from Hangman's Slab. 

Home to the Ruby Rangers, an outfit of bandits, this enormous military-style camp is avoided by all but the toughest adventurers. 

This secret map of Red Hawk reveals a werewolf enclave living in structures high in the trees, with hollowed out trees serving as town centers. 

The island city of Pilgrim's Glen is home to a wizard's college, a monastery, and a welcoming port to sailors from across the seas. 

Now that you have a sense of what Ramsey is like, does it make sense as a good setting for high-flying antics and shenanigans? It might, and it might not. The truth is, I designed Ramsey with a very serious story in mind; I was looking for a place where life was hard, bad times could strike at any time, and people would be independent enough to not offer much help to the player characters. This was meant to suit a story about the fabric of reality being altered. But that campaign last about three sessions and then died out. I recycled the setting for my National Treasure campaign because the aesthetics of the Wild West seemed to me to be a good pairing for the adaptation, and because it was a pretty well-defined sandbox for my players to get into trouble in. They could (and did) get kicked out of several towns and still have places to go. 

Notice that each town in Ramsey provides something different. Much like my map of the Eastweald, each settlement has a personality and something that makes it unique. Pilgrim's Glen is quite distinct from Red Hawk, and both are quite distinct from Fairburrow. There are storytelling opportunities in each of these places, and the players will be able to interact with each place in a way that changes the tone of the story and their roleplaying. You should use the above guidelines for building a setting, but even just carefully creating unique places on a map like this will serve you well. Remember that variety will help your players get engaged with the game, and have fun designing your setting--it is, after all, meant to be more fun than work for you. 

If you're having trouble coming up with ideas that you find interesting, there are ways to work through it. If you just can't come up with the idea to start with, consider borrowing one. Think about your favorite films, shows, games, book, and whatever else you care about. Which ideas appeal to you? Take them! There's no penalty for borrowing an idea. I recommend taking the base idea you find interesting and changing a few details so that you can feel like you've left your mark on it, but outright stealing an idea isn't a bad thing, necessarily. I did lift the concept of National Treasure completely from the movies because it's what my players requested. And most every iteration of every idea has seen the light of day, so don't get hung up on originality. An idea that inspires you is enough. 

If it's not the idea, but rather the execution that's vexing you, there are resources. Generally, it's good to think of your sessions as movies or short stories. The whole campaign would be a novel, and a standard session is much longer than an average tv episode. So borrow skills from screenwriting and short story writing. This guide to screenwriting will help you develop your idea from a single sentence into a whole outline of story. A screenwriter's skills will help you push in the direction of action, but if you're more of a reader than a viewer, you can use this guide to writing short stories. Keep in mind that with these approaches, your goal isn't so much to write an ending as provide the framework for your players to write the ending with their actions. So focus on developing the story's context and keep your setting in line with those goals. 

Ultimately, most GMs want to create everything about their setting as completely unique. But you don't have to. As I have said, it's more important to create a jumping-off point than a brand new idea, so be ready and willing to work with ideas you have seen before. If you have a unique take, work on it. But if you don't, figure out what will inspire you and focus on that. It's better to have some idea you care about than something unique that doesn't resonate with you. And if it strikes you as interesting and fun, your players will take note and get in on it. 

That's all for now. With these guidelines in mind, you should be able to create an appropriate campaign setting for your game, no matter what your players are invested in. Coming soon: rules for my custom magic system, an expansion for the familiar system, and a table of random events for traveling characters. Until next time, happy gaming!

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Tuesday, March 30, 2021

How to Build a Cohesive Party

D&D memories are rarely about specific rolls or the appearance of enemies; they are more often about the interactions between players and specific player choices. These kind of memories are not based on your actions as a GM, but rather on the way that players get along together. It is a long-pondered question how to build an ideal party of players, and some GMs struggle with the art of assembling a good party for memorable games. Fortunately, there are some keys you can keep in mind when you assemble your players. Let's get into the considerations you should make to ensure a happy party. 

The first question you must ask is what you want the tone of your adventure to be. You want to find players who match your goal. Let's say, for instance, that you want to run a campaign that focuses on roleplaying and storytelling. You should be on the lookout for people who are creative and spontaneous. Or perhaps you're planning a combat-heavy adventure. Then you want to seek out players who are systematic and strategic. Maybe you want a funny adventure full of hijinks--in that case, consider players who have strong senses of humor and who don't mind getting into distractions from whatever the main storyline is. If you drop the wrong player into the wrong campaign, you'll end up pushing someone to do something they don't want to do. So be mindful of player dispositions when you build your party. 

Let's get into some details as far as this process goes. There are three main ways you could be building your party. Firstly, you might be building a party from people who you know and who already know each other. If this is the case, you probably already have a sense of how these folks get along. Try to include people who get along and don't have any contention with other players. Don't just trust that people who generally get along will vibe together--TRPGs will test the limits of relationships at times, such as when players disagree about a particular strategy or when the story highlights delicate topics. Generally though, groups of existing friends will be the easiest to manage; just be wary of existing dynamics and how the game will affect them. 

You might also be composing a group out of people you already know who don't know each other. This was the model for the Eastweald campaign, and now those players are the party for the mystery campaign. I mention this because this can be a very strong way to build a party. When you go this route, you will have hopefully already covered the first step; my players are all people who take roleplaying somewhat seriously--they're all creative people who are spontaneous thinkers. This makes them a strong group. When you're considering people who don't know each other, you're going to have to do some guesswork. How will these people get along? What do they have in common? What will they all agree is important in the game? These questions should help you pick people who will work well together. Most important is that you build a bridge between players to help them get along--you can do this by starting a session with talking about shared interests or simply sharing a few details about the game and the players' interests in it. Once you have a shared dynamic, you're well on the way to turning your potential players into a cohesive group. 

The last option is increasingly popular these days. Folks are often now building campaigns out of groups of people even the GM has never met. With this model, you can't exactly make decisions about who will get along and who won't without gathering some information. One common method is to administer an interview, not unlike one would do for a job. There are resources out there for questions to ask potential players and how to process their answers. A resource like the one linked is a good start, but you should try to come up with questions specific to your adventure. In general, you want to have players who agree on which editions are best, which focuses of the game are best, and how the party is expected to behave and cooperate. If you're running a good-focused campaign, weed out any chaotic evil players, for instance; it's also important to consider experience levels. An experienced dungeon crawler may not get along well with a beginning roleplayer and vice versa, so decide accordingly. 

The basic focus of a campaign is the most important feature in assembling a party, but it isn't the the only important feature. For me, one of the most helpful tools in building a party is in something simple: everyone's sense of humor. A great deal of a TRPG session is built around players making each other laugh. Only the most dour, strategic campaign could be free of humor, and even those will still be rich in in-jokes and other comedic additions. Why does it matter if everyone's sense of humor is aligned with the rest of the party? For every minute spent goofing around, there is a minute with the potential to isolate a player who isn't on the inside of the jokes. 

How do you select people for sense of humor? It's easier than you think. When you're focused on building your party and considering individual people for the group, reflect on what kinds of things those people generally joke about. You don't want someone who finds dead baby jokes hilarious in a party with someone who finds those jokes repulsive, obviously, but it's equally important to group silly players with other silly players and jokester players with a group that appreciates their jokes. When I built my National Treasure campaign, I gathered a total of six people together. That's a sizable party, and a lot of considerations to make about how people fit together. Let's dive into that process:

I was working at a restaurant in Portland at the time that this campaign came together. I selected a handful of my coworkers and an old friend, plus a few additions made by the players. I'll describe each party member and why I selected them, with names changed to protect the innocent. In my first round of gathering the party, I selected two close friends, both of whom have dabbled in improv comedy. As you may know, I use improv as the basis for my games, so they were natural choices when it came to assembling a party. Both these players, Bobby and Mark we'll call them, have silly senses of humor and tend to make jokes of anything they encounter. They're always improvising, in a sense, and I wanted that energy in my game. Next I added Thomas, a quiet and thoughtful young man whose brain always seems to come up with the last thing anyone else would imagine. I wanted that creativity in the game, and Thomas' sense of humor is silly enough to get along with Bobby and Mark--in fact, the three of them often goofed around at work. I was considering this being the entire party, but I was contacted by my old friend Patty, who was looking for a game to join with her boyfriend, Brad. I didn't know Brad, but Patty is a very intelligent and irreverent person who is prone to silliness. So I knew that Patty would suit the party and hoped that Brad would be similar in terms of disposition. It turned out he was, and he added as much silliness as anyone else. Finally, Mark invited his friend Eddy, who I had only briefly met while playing Magic: The Gathering. Initially, I wasn't sure how to play with Eddy, who was playing a fairly reckless and amoral character in a group of folks who are generally do-gooders. But with a little time and nudging, Eddy leaned more into the silliness that the rest of the party exhibited and less into the finger-eating his character liked so much. I had on my hands a collection of silly roleplayers who were on board for any ridiculous adventure I threw their way, and I did it by almost exclusively considering sense of humor. 

If you're having a hard time gauging other folks' senses of humor, I recommend just asking directly. Have them name comedians or movies or shows or web series that exemplify what they like. If you find overlap with other players, or even near overlap, you're on the right track to building a party. But don't underestimate this tool--it can give you insight on how a group of people will play together in ways that interview questions cannot. 

My last piece of advice for building a party is to start by building a party and develop the adventure later. This may seem backwards to some GMs, but I assure you, it will allow you to tailor your game to your players far better than you might imagine. You can look back at my guide to creating a story based on player suggestions if that's a route you would enjoy, but it doesn't have to be all that involved. If like many GMs, you're having an easier time finding people you want to play with than you are coming up with a campaign that will be enjoyed by every party member, build your party first. Consider the general type of campaign you want to run and begin to build the party around that basic concern. Here is where you decide between story-rich, combat-heavy, roleplaying-focused, or other game type. Once you have a collection of people who generally want the same kind of experience, select for sense of humor. Now you should have a party that's ready to play harmoniously together, and you can set about building the campaign to match the players' desires. 

If you do go this route, consider the advantages you've given yourself as a GM. You have players who enjoy being together, who are oriented to cooperate since they've got similar goals in mind, and who are going to be able to make each other laugh, which is a bigger element of the game than most people acknowledge. You're in a position for success with your party. You're still likely to encounter player issues, but they will be issues of making the game work, not smoothing out things between players. From this point, all you have to do is dedicate time and attention to your campaign and leave behind all the party issues. 

Once you have your party, though, it's important to facilitate some bonding. Especially if your players don't all know each other, host an event where everybody can just get to know each other. You can double this time up with creating characters and drafting character sheets, but set aside at least an hour without gaming to get everybody familiar and friendly. If you did good work building a party by judging personalities, you'll find they get along quickly. By the same token, you'll notice any clashes pretty quickly as well, so take note of that. If it's a serious dislike you may have to remove a player. Go with your gut on that decision, but consider how it will affect the party dynamic. But more often than not, you'll have a group of people eager to game, and that's what we're going for. 

In the early session, I recommend lobbing some roleplaying moments into your game. Even if you're in a combat-focused game with little roleplaying, your players have made stories for their characters and they'll be most eager to share about them in the first moments controlling the character. Allow this to go as far as the players want to take it, especially if they're first time players. You want them to feel like they have choices because that makes their choices meaningful. Be sure to establish that they have agency to make any decision at all, and they'll get into character more fully most of the time. I like to make it so that my players are all playing characters who are strangers to another, and drawing them in together with someone calling for help. A short combat with some variant of thieves/bandits/guards brings the party together, and planting a questgiver nearby is enough to get the players talking to each other for most of the session, especially once they have a quest or reward to obtain. From there you have a group of adventurers who get to reveal themselves through roleplaying. So even if you were to run a combat-heavy campaign, your moments in battle would be informed by who the player designed them to be. After the early sessions, you can adjust your pace to fit the story, but a long beginning is not only room for players to continue to develop their characters but also instrumental to first-time players, who need just such a tutorial. [I play mostly with beginning players, historically. I would estimate I have taught about 60 people to play D&D (and other TRPGs occasionally) over the second half of my life. My goal with GMing is to always include the person least confident in the game as much as possible. But once they get the spirit of it, anyone can play. Similarly, anyone can learn to min-max or roleplay. Give your players the time to succeed in their own way, and it may teach you how to better address what they want out of the game.]

If your party of players and characters are both still rocky after the first few sessions, allow them a simple decision to make and some more time to roleplay. Both will help people find common ground. And you can stimulate your players' interactions by adding roleplaying exercises into the game. My favorite example of this comes from Dungeons & Daddies, my favorite D&D podcast. At the beginning of each episode, the characters all must provide a "Dad Fact," a random fact about their character that expresses what kind of dad they are. In a behind-the-scenes episode, the cast describes the Dad Facts as warmups to get the players into character and ready to improvise. I would recommend the same idea but applied to the kinds of character development questions you can find all across the internet. Pick some fun questions from any list, or write your own. Things like "What makes you irritated?" or "What's your favorite hobby?" are great questions for beginners as well as places to showcase the writing some players have already done. If your players enjoy the questions, consider including them at the beginning of each session. If they don't really respond to the probing you've given them so far, it's time to ask the Dark Question:

What happens when you have to kick a player out of a party? They're being abusive, they never show up to games, they don't get into the game and disrupt it instead; there are plenty of reasons you might need to remove someone from the game. Obviously you will know this person, whereas I, statistically speaking, do not, so I can't tell you exactly how to address it with them. But the big ideas here are to be polite but firm. Take ownership of the action as DM without casting it on the players, even if they agree, unless they ask how many people wanted them out. A general template might be this: "I have been thinking about it and I'm going to ask you to leave the game. [One sentence, respectful summary of why they have to leave] I'm doing this so that everyone else can have a positive space to play in." Further advice is beyond me. I'm more of a storyteller than a sociologist or psychologist, so I won't dabble further into dealing with conflict. I'm miserable at that. 

One final and relatively simple consideration is the alignment of the characters in the party. Experienced GMs know that a party with lawful good characters and chaotic evil characters will have troubles; you may wish to put a limit on the alignments players roleplay. Generally, you can do good through neutral characters together, and neutral and evil characters together; the law-chaos axis is generally less important than willingness to harm the innocent. To prevent a good-aligned character from butting heads with an evil-aligned character, encourage your players to collaborate on the general moral composition of the party. 

This guide should cover the framework you need to perform the art of selecting a party. Trust your instincts about it, but don't forget that people don't all have fun the same way. So get out there, gauge where your potential players stand on the relevant issues, and get ready to game. As always, if there's something I didn't cover here or you would like to see written about here, comment below! Coming soon: alternate uses for my expanded Wild Surge Table, how to keep a game balanced, and adjusting to players ignoring the story. Until next time, happy gaming!


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