Are you ready to step into the world of running your very own campaign? Come along to GM 101 where our talented games masters will walk you through some aspects of setting up and running your very own TTRPG campaign, with a heavy emphasis on D&D 5th Edition.
By the end of this session, you should be equipped with all the tools and skills needed to run your own module-based sessions!
What are we covering?
This session will take place in 5 distinct sections:
Introduction
Role Play & Open-ended scenarios
Combat Running and Balancing
Preparing and Running a Module
FAQ/Q&A Session
What we are not covering (at least not yet!)
The session is for Beginner Games Masters, specifically someone who has either never run a game, or has done so but not felt it went well. We won’t therefore be covering some advanced topics such as:
Worldbuilding
Homebrewing
Monster Behaviour
Campaign Creation
Running a Campaign
Custom Mechanics
FAQ
But I already drew the map for my homebrew adventure?!
We’re not saying you cannot run a customised homebrewed adventure. We recommend a published, well-known and well-run module as a great starting place to build your skill and confidence. The wider KGS community has dozens of GM’s ready to offer advice on every minuscule detail of running large and complex campaigns, but for now, we’re starting small. Run a module, with confidence, and build from there.