Campaign mistakes to avoid

This is something I’ve fallen prey to. If you decide to run a campaign for your group that you’ve previously run for another group…be very careful. Your expectations are going to run along with what the previous group did. I can guarantee you the new group will probably go in a direction you never thought possible. It’s usually best to avoid trying to recreate a previous campaign unless you’re prepared for this.

Sorry, just the one idea, but since I’m starting a new campaign for my group, it’s on my mind. I’m sure you can think of a few…


I have been contemplating putting another group into my current campaign world in the same proximity and perhaps dealing with the same (or similar) issues. I wonder what pitfalls exist for both Tom’s and my scenario.

Semper Fidelis & Good Gaming All


Interesting idea - Sean and I have touched on this, but never devoted a show to it.

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I’ve run a sandbox game with two different groups and one could hardly tell they were the same, aside from the opening. I think GM’s certainly need to be flexible, regardless of the situation. It’s group storytelling and different people will want to tell different stories. Lack of pre-determimed paths sets tabletop apart from video games.


I’ve always wanted to do this as an experiment! I assume the two groups would veer off into different directions almost immediately, or at the very least be wildly different in other ways.


You would be correct! The first group that I ran with barely wanted to do any encounters that were non-essential to the plot. They made a beeline for the mcguffin. In contrast, the second group stuck around in the starting town so long that I had the big bad make so much progress that they were attacking the town, essentially smoking them out and forcing them to react with the rest of my world.

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