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15 rules for my D&D campaign (aka creating a new D&D world, part 23)

Not too too long ago, I purchased The Ultimate RPG Game Master's Worldbuilding Guide: Prompts and Activities to Create and Customize Your Own Game World by James D'Amato and it, and going whale watching, inspired me to create a new D&D world. So here we go! I'm going to use prompts from the book to begin crafting this world, but not all posts will be from there. 

You can read part 1 of my planning hereread part 2 of my planning hereread part 3 of my planning hereread part 4 of my planning hereread part 5 of my planning hereread part 6 of my planning hereread part 7 of my planning hereread part 8 of my planning hereread part 9 of my planning hereread part 10 of my planning hereread part 11 of my planning hereread part 12 of my planning hereread part 13 of my planning hereread part 14 of my planning hereread part 15 of my planning hereread part 16 of my planning hereread part 17 of my planning here, read part 18 of my planning here, read part 19 of my planning here, read part 20 of my planning here, read part 21 of my planning here, and read part 22 of my planning here.

These rules are in no particular order.

  1. No chaotic evil player characters
  2. No sexual violence
  3. Players will let me know if there are any other topics that should best be avoided
  4. Players should make an effort to share gametime
  5. Players will be respectful to each other (characters don't always have to be though!)
  6. No metagaming
  7. Be honest about dice rolls
  8. Players should tell me as early as possible if they can't make a session
  9. I will try and incorporate real items into the campaign (meaning, utilize USPS!)
  10. Players will keep track of their own inventories etc.
  11. We'll focus on fun
  12. We'll begin sessions with recaps
  13. I will try to be a balanced DM
  14. I will make the Zooms
  15. I will work with players to create the world

(Prompt by me)

"Humpback Whale (Megaptera novaeangliae)" by V.L.


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