How to Plan a D&D Campaign

How to Plan a D&D Campaign

Planning an entire D&D campaign can feel like a huge undertaking. But here’s the thing: you don’t have to figure out every detail before you begin. Start small, lay a foundation, and let the rest grow as you and your players craft the story together.

One approach I love is to begin with a campaign story question. Unlike a campaign description (which is for the players), the story question is for you as the Dungeon Master. It frames the overall narrative direction while leaving plenty of room for player agency. The format is simple:

When [something happens],
the player characters [pursue a goal],
but will they succeed [when the antagonist provides opposition]?

For example:
“When arcane magic begins to fail throughout the land, the player characters seek out an explanation and resolution. But will they succeed before the high priest completes the final ritual to rid the world of arcane spellcraft?”

This question keeps me focused on the big picture while still leaving the journey flexible.

From there, I’ll sketch out a campaign description to share with the players—a brief, intriguing hook that gives them a sense of what’s at stake without revealing everything.

When it comes to the first session, I like to start with something that sets the tone for the world and gets players invested right away. Maybe it’s a town gathering for a traveling magic show—only to have the magic fail mid-performance. That opening encounter raises immediate questions and tensions that ripple out through the rest of the campaign.

Beyond the opening session, I keep things simple for now: I know where I want the climax to be (like stopping the final ritual), and I let the middle develop naturally. This way, I’m not locking myself into a rigid outline—I’m leaving room to respond to player choices and surprises along the way.

NPCs and locations get the same treatment. I jot down the important figures for the first encounter and keep a few names and traits ready for when players want to dig deeper. The same goes for locations: I only build out what’s immediately relevant, letting the rest of the world grow as the players explore.

The key is to remember that this is collaborative storytelling. NPCs you thought would be one-off might become beloved regulars. And that final big villain you had planned? They might change based on how the story unfolds. The world adapts as the players do.

Want to see how I put this into action? Check out the full video above. In it, I share my personal approach to campaign planning and some of the resources that have helped me along the way.

Cheers,
Brian