One of the reasons we become GMs is our love of the story. Many of us are readers of fiction and non-fiction alike. In all these stories, we find characters we love and a few we hate. When we are building a campaign for our tables, we draw on these stories for inspiration. Sometimes we want to include these in our game, but how?
First, do not be married to the element you want to use. When you use a setting, character, or even a plot from a previously written story, it may not fit perfectly in your own campaign. Some changes will most likely need to be made. Perhaps that forest setting will need to become an ocean, or the dangerous succubus will need to become a siren. Second, you must be okay with what the players do. They may completely ignore what excites you about the element you use. Even if they show interest, it may not be at the level you had hoped. A big bad for the players to fight may get walked over when the encounter happens. Finally, realize that it may not work at all. Things just do not fit all the time, or the players never get to that part of the campaign. You are not a bad GM if you cannot get a plot or side quest to take root, the players just had a different plan. In this case, you can save it for later, tucking it into your tool box. Perhaps you’ll be able to pull it out another time. Remember, this is a collective story building game. You, as the GM, are there to guide the plot and NPCs that are involved. You also do all the reactions and consequences to your players’ actions. This is a lot to juggle, so don’t allow one element to cause the game to stutter. Be prepared to save that which you want to include for another session.
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AuthorJodie Archives
March 2025
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