3 Things to Know About Your Party Before Starting A New Campaign

Whether you’ve been running campaigns for years or just crossing the bridge from player to Dungeon Master, everyone who has played Dungeons and Dragons (or any TTRPG, for that matter) has had to find a group they mesh with.

I, for example, have had campaigns with friends and soon-to-be friends (i.e., strangers), and each has had its successes and failures. 

Let’s be honest, in any context where groups of people get together, there is bound to be some sort of conflict, frustration, and nervousness. 

So when you and a group of people are starting a new campaign together, it is important to find a collection of individuals who work well together, support each other, and banter with one another in a way that elevates the experience and enjoyment in your game. 

A good group of people can make or break your game, so I will discuss a few things to look out for as a DM that will help you create the best game possible. 

Understand Player Expectations

Everyone coming into a new game will have a vastly different perception of what the game will be like and how their party members will play it. 

It is your job as the DM/GM to understand that and adjust your game to fit their expectations or be clear about how you plan to play the game. 

Here are a few examples of different expectations that are good to know.

Player & Party Expectations

  • Party alignment

  • Whether they enjoy combat or roleplaying more in their games 

  • Hard no’s on content/Triggering story elements

  • Scheduling times/locations

  • Strict to the book play or more freestyle homebrew

  • Incorporating backstory 

Personally, I love session zero for just this reason. I believe that giving the group a space to be collaborative and have an open forum to discuss amongst themselves gives them the best opportunity to learn what they want. 

There are a few tools I use to do this. One is asking the players to give me a rating of 1 to 10 on combat vs. roleplaying, with 1 being that they only want to fight enemies or get cool loot from combat and 0 is that they really just want to improv their characters and learn about the world you built. 

I also make it a key point to learn early about where the line for the players is regarding the subject matter. 

In this context, I will usually create an anonymous Google form poll so that players can enter their preferences and identify potentially triggering content that would make people uncomfortable. At the end of the day, this is just a game, and we want to make sure our players are heard, comfortable, and feel welcome. 

Lastly, I invite players to contribute to the story. If they have homebrew content they already have made or found one they thought was cool, let them share it with you to add to your story.

Let them know you may make adjustments to fit within the game world and also make them not be too powerful. This way, you know if they are interested in more homebrew content or want to stick to information already present in the D&D Universe.

My only objective with this, however, is to avoid making a big document with all of this for them to fill out. It works for some, but for me, it feels like homework.

Understand your players’ level of experience

When bringing a group together, their past experiences influence what they like and dislike in a game, players, or DM. So, understanding what their experiences are with TTRPGs will help you.

Similar to the previous point, I like session zero for this. Simply ask your players what their experience is with the game.

If this is their first time playing a TTRPG, then maybe you should go slow, allow them the opportunity to ask questions and be more of a teaching DM. Did they play a while back and are just coming back into the fold?  

Ask them which edition they played and how long ago. Most likely, you’ll have to teach them a little more about the mechanics but not so much about the different races, classes, lore, gods, locations, etc. in the world. 

Lastly, if they are an active player and just came from a different game, you may not have to teach either the mechanics or lore, but you will have to learn what they are used 1to and be clear about the characteristics and individuality of your game. 

Ask them about their previous DM, what did they liked or not like about that game, and see how you can incorporate it into yours.

Know how your players resolve conflict and communicate

Nothing can kill a game easier than a bad group of people (except maybe the dreaded scheduling issues). We’re all playing a game, yes, but that doesn’t stop people from having real human emotions and frustrations. 

It could be a player stealing all the loot, drifting away from the party to go alone, or taking over the roleplaying. These things can rub people the wrong way and make the game no fun. 

Because it is a game, people may tend to retreat and silently fume, while others could lash out at each other, causing an unsafe environment. 

As the DM, it falls on you to be the mediator in this situation to make sure boundaries are clear and everyone feels respected. 

For ease, I am going to break it up into three groups of people: a group of friends playing together for the first time, an existing party trying a new game, and complete strangers you’re starting a game for.

Resolving Conflict For Your Friend Group

Possibly the hardest group to resolve conflict is your group of friends. While they may know each other well and communicate more thoroughly already, this could come with other drama or issues that they may bring into the game. 

Make sure to push towards only game-related issues to come into the game. If two friends disagree and decide to hurt the other’s character in the game, stop that immediately. 

Take them aside outside the game to tell them to resolve that issue outside of the game and share how they are affecting the others not involved.

Resolving Conflict For An Existing Party

An existing party getting together for a new game is a much easier situation. Hopefully, you have all already had the opportunity to hash out their communication styles and conflict-resolution abilities. 

The only thing of note for this situation is to make it clear that this is not the same game as their previous one. Be clear that the rules, world, lore, and more could be different from their previous game. 

Resolving Conflict In A Group Of Strangers

Lastly is the group of strangers who got together to play a new game. This one is tougher and will be more work on you as the DM. 

Typically, conflicts won’t arise early on as everyone will be on their best behavior and cautious about how others play. 

When comfortability sets in, you must monitor your players and check in to ensure everyone is having a good time. In the game, watch how the others react to certain situations; did they roll their eyes, sigh, or frown? Make note of it.

Strangers will be wary of expressing their opinions openly, so use context clues to determine how others feel. This will take practice, so don’t put too much pressure on yourself. 

Outside of the game, chat with your players individually or share an anonymous poll. Either way, give them a judgment-free opportunity to share their opinions.

Finding a group of people who mesh well is hard, and it takes patience and luck to find a good one. We are all human with our own real-world problems, ticks, and frustrations, so as the DM, you must be compassionate and respectful.  

However, don’t forget about yourself. Make sure you’re having fun, too, and don’t cling to a bad group just because you’re the glue that holds the game together. D&D is more popular than ever, and there will always be more game opportunities!


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