GMJ 165: DMG Chapter 1: Creating Campaign Events

Lex returns to the Dungeon Master's Guide to discuss creating campaign events. These events are the perfect way to begin or end a campaign, or to renew flagging interest in a campaign that's grown stagnant. Finally, Lex discusses ending a campaign.

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Check out Lex's D&D adventure, The Trickster's Labyrinth.

Check out Lex's Tales from the Yawning Portal Campaign

Lex's Series on the Dungeon Master's Guide

Episode 151: DMG Introduction - Know Your Players

Episode 152: DMG Chapter 1 - A World of Your Own

Episode 154: DMG Chapter 1 - Gods of Your World

Episode 155: DMG Chapter 1 - Developing Gods & Pantheons for Your World

Episode 156: DMG Chapter 1 - Mapping Your World

Episode 158: DMG Chapter 1 - Creating Settlements for Your Campaign

Episode 161: DMG Chapter 1 - Factions & Organizations

Episode 163: DMG Chapter 1 - Magic in Your World

Episode 164: DMG Chapter 1 - Creating Campaigns

Lex's Series on the Player's Handbook

Episode 137: PHB Prelude through Chapter 4

Episode 138: PHB Chapter 5 - Equipment

Episode 139: PHB Chapter 6 - Multiclassing & Feats

Episode 140: PHB Chapter 7 - Ability Scores

Episode 142: PHB Chapter 8 - Adventuring part 1

Episode 143: PHB Chapter 8 - Adventuring part 2

Episode 145: PHB Chapter 9 - Combat

Episode 146: PHB Chapter 10 & Appendices - Spellcasting, Conditions & Exhaustion

Campaign Events

Putting events in motion

When not to shake it up

World-shaking events

Rise or fall of a leader or an era

Cataclysmic disaster

Assault or invasion

Rebellion, revolution, overthrow

Extinction or depletion

New organization

Discovery, expansion, invention

Prediction, omen, prophecy

Myth and legend

Ending a Campaign

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