Wrapping up a 1-1/2 year or so campaign. Started with 5 players, one (a great player) moved out-of-state and his replacement has filled in nicely. Everyone seemed to enjoy it. Getting to the end with nearly all the same players as at the start is very rare and I’m very happy about that.
Other things I liked as a DM:
\- The players were good players: minimal drama, they’d show up ready to play, a good combination of witty table banter vs actual play, just about perfect. Some of them did have a habit of doing other things on their laptops (it was an in-person game but people use laptops for D&D Beyond and other tools, plus their sheets). Some would watch sports or read anime while we were playing, that kinda irked me, but it didn’t gum up the works too bad.
\- I finally got to run an old published module I’ve had for literally for decades. It’s got great dungeon designs, NPCs, BBEGs, overriding plot, etc. I had to modify it for 5E as well as adapt to modern sensibilities (modules in the 80s had, shall we say, numerous “problems”).
\- I got pretty good at running encounters after a while. It was clunky at first but then I found a bunch of ways to streamline it.
As always, though, I’m self-critical. Some things I’d do differently:
\- more RP of NPCs, enemies, etc. I didn’t do too bad, but I want to amp it up next campaign.
\- this includes tailoring more to backstories
\- I didn’t railroad too much, but that campaign was still pretty linear. I want to open up the world more, lean more towards the sandbox.
\- too many of my encounters were simply lame. I was only building to CR, not to the action economy. I will definitely correct that next time.
\- too much power creep. They finished a tough dungeon and barely scratched the surface of their magic items.
In the very early stages of my next campaign, it’ll run off Kobold Press’ Tales of the Valiant system. I’m going to focus more on the RP and run it more as a low-magic campaign than what I did before.