6 Keys to Maximize Your RPG Campaign

Playing in an ongoing RPG campaign takes tabletop RPG experiences to the next level. If - that is - you can keep the game going, and find ways to make the most of the experience for all players at the table.

Few gaming experiences can compare to the sense of epic destiny that envelops ongoing TTRPG (tabletop RPG) adventures. There’s a sort of threshold that’s reached once a gaming group has played multiple sessions together. Once the threshold is crossed, it pushes the story from something merely fun, to something that’s truly compelling. Once a game has gone from something your players are showing up to try out, to something they can’t wait to experience each week, you know you’re in the “flow” of a great RPG campaign.

RPG Campaign Party

How to Make An Entire RPG Campaign Successful

Creating the right environment for an RPG campaign to develop is key for its success. Here are my top recommendations to help you finish an entire campaign with your gaming group (more details on each bullet point provided, below):


  1. Focus on Fun
  2. Make Sure Everyone Gets to Participate
  3. Create a Cohesive Story
  4. Keep Games Consistent
  5. Ask Yourself: Do You Really Want A Full Campaign?
  6. Utilize an RPG Planner


Now that you know the benefits of playing a full campaign, and also that most gaming groups don’t get that full experience, you might be interested in some tools to increase your odds.

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1. Focus on Fun

The best way for you to have a campaign succeed is to remember that the purpose of gaming is to have fun. Prioritize fun over having a successful campaign, and your campaign is more likely to endure.


2. Make Sure Everyone Gets to Participate

One of the main ways to keep games fun for everyone is to ensure each person at the table gets to participate in the game in the way they want. Some people will inevitably contribute more to the game than others, and that’s ok. Just so long as no one feels excluded, or unheard.


3. Create a Cohesive Story

If you are running the game’s story, or contributing to it in any way, do your best to make the story logical. It doesn’t have to be a masterpiece, at the start. Simply create objectives for the group, conflicts to oppose those objectives, and interesting pacing. Ultimately, there are many skills that can be mastered in telling a story. The important thing to remember is that you don’t need to become an expert. Your gaming group will benefit, however, from intentionality on your part, between games, in creating story cohesion and flow.


4. Keep Games Consistent

Try to game at the same time of day, at the same location, with a similar gaming environment, as much as you can. This isn’t a hard-and-fast rule. However, people do respond well to consistency, since they learn what to expect. This also helps with scheduling, as people can block off the same time and day each week (for example) for gaming.


5. Do You Really Want A Full Campaign?

Before telling a group of people that you want to play an entire RPG campaign, make sure it’s what you really want. As great as TTRPG campaigns are, there is a real time investment to them. If you, as the person who gets people excited about a new RPG campaign, decides part way through that you’re not interested in continuing, chances are high that the group will fall apart. If you’re unsure from the beginning, it’s often better to simply play a one-shot adventure, or perhaps a few adventures, rather than committing to an entire campaign.


6. Get an RPG Campaign Planner

Our final tip for keeping a campaign going successfully is to utilize an RPG campaign planner. Once a story develops enough, it takes on a life of its own. And it can become difficult, over time, to keep track of all the characters, locations, unique items, and side stories that emerge. Thankfully, experienced gamers have created all kinds of templates, and if you prefer to invest, products, that can be used to organize everything. RPG campaign planners make it easier to track notes of all kinds, develop storylines, and create consistency and cohesion in ongoing adventures.


Basically, you have four options when it comes to RPG campaign planners. All options are just varied combinations of either physical or digital, and free or paid:


  1. Physical – Unpaid
  2. Digital – Unpaid
  3. Physical – Paid
  4. Digital – Paid
RPG Campaign Character Sheet

Physical and Unpaid RPG Campaign Planner

A physical and unpaid RPG campaign planner would be something like an rpg campaign template you can find, online. It doesn’t need to be fancy, at all. To be honest, even a notebook will suffice. In fact, when it comes down to it, really anything that you can write on and take notes with, will do. Whether you search for online templates, or create your own, make sure it has space to track the following key elements:


  • Major Player Characters (PCs)
  • Major Non-Playable Characters (NPC)
  • Villains
  • Goals, Oppositions, and Inner Conflicts of All Important Characters
  • Unique Items
  • important Locations
  • Important Backstory/ Background Notes for Any of the Above
  • Side Quest Ideas from Any of the Above
  • Major Plot Points, both Past and Future
  • Opportunities for Plot Twists
  • Clues Given to Players that May Foreshadow Plot Points or Twists
  • Maps and Other Campaign Handouts


Digital and Unpaid RPG Campaign Planner

There are many digital and unpaid RPG campaign planners available online, today. Many of them take care of all the points listed, above, and even offer more tools than those. Many of these websites also offer options for paid subscriptions, but can be great resources even without. If you don’t mind having a computer or tablet at your gaming table, and don’t mind if the rest of your gaming group does as well, tech can be a great way to go. Some gaming groups find it cumbersome to have computers take up space at the gaming table, or find the technology distracting. However, this is really just a matter of preference.


Physical and Paid RPG Campaign Planner

A physical and paid RPG campaign planner would be something like a put-together book for rpg campaigns. It usually comes with artwork, interesting ideas, a high-quality cover and inside pages, and can certainly be worth the money. If one thing is true about TTRPGs, it’s that you get out what you put in. Sometimes it’s worth investing a few dollars to purchase something that helps the game session feel more “magical” to you. If you find things like artwork, nice covers, and quality notebooks to be helpful for your creativity, you may consider buying a nice RPG campaign planner. Or, even simply buying a nice leather-bound notebook.


Digital and Paid RPG Campaign Planner

Digital and paid RPG campaign planner websites, as mentioned above, often have a free version. Before paying for anything, you might first try out a site’s unpaid option. Usually, all the advanced features that come from a paid subscription aren’t especially useful until a campaign reaches a certain stage of complexity, anyways. However, once a campaign becomes pretty big, with numerous interweaving plots and characters, having an online RPG campaign planner can be very useful. Technology certainly has its place at the gaming table, as it can convey large amounts of visuals and text very simply. If you’re interested in utilizing software at your gaming table, you might check out one of the following online RPG campaign planners for yourself:


  • World Anvil
  • Obsidian Portal
  • Kanka
  • Scabard
  • DnD Campaign Planner


RPG Campaign Planner Example

Benefits of a Long-Term RPG Campaign

There are serious benefits to playing in a long-term game. For most people (in my experience), nearly all the best moments you’ll ever have while playing tabletop RPGs will come from playing in lengthy campaigns. If you know anyone who’s played some long-term RPG campaigns, ask them – they’re likely to confirm.


This means that if you’ve never played in a long-term game, you’re probably missing out on the types of experiences you’ve always guessed TTRPGs are capable of providing (more details on each bullet point provided, below):


  • Connection to your Character
  • Connection to Locations
  • Connection to Villains
  • Connection to the Story
  • Epic Moments
  • Mastery of the Game
  • Comfortability Roleplaying
  • Increased Creativity
  • A Story You Look Forward To


Connection to Your Character

It takes a number of game sessions for your character’s backstory to come forward in the game, and become applicable for the current story. Once it does, though, you’ll see parts of your character come to life in ways you probably couldn’t imagine, beforehand.


Connection to Locations

Troea, the city your gaming group started in, probably doesn’t mean much the first few gaming sessions. Only after you realize the “guardian” of the city – for whom you’ve been completing important tasks – is a lich, does the city really mean something to you.


Connection to Villains

The first time you meet a villain in a story, you really don’t know if they’re going to be all that important to your character’s story. After all, they could just be a minor villain, or be overthrown by one of their own henchmen, in coming weeks or months. It’s only after you’ve faced a villain, won or lost, then had to face them again, that you see something build. Repetition of gaming sessions with the same villain creates the kind of connection where you love to hate them. Or, hate that you love them.

Eternity TTRPG RPG Campaign

Connection to the Story

The results of connecting more to your character, locations in the game, villains, and everything related, is that you connect to the story. The game goes from being something merely fun and social, to something meaningful. When you connect to your game’s story, you can’t wait to see what happens next. That’s when things start getting intense.



Epic Moments

Buildup of the gaming group’s connection to the ongoing story inevitably results in emotional investment. No matter the moment – a ring falling into a volcano, the death of a demi-god, or the coronation of a king – an event is only made “epic” because of catharsis. Only players who have gamed long hours together unlock within themselves the capacity to experience epic tabletop RPG moments.


Mastery of the Game

Many things in life become more fun when we develop more skill in the activity. It might be weird to think that you can become “better” at a TTRPG, but it’s true. You can. And when you do get better at roleplaying, and better at your combat tactics, the game does feel more rewarding.


Comfortability Roleplaying

On the topic of roleplaying, if you’re someone who likes the idea of getting into character but has some difficulty finding your rhythm, long campaigns definitely help. Regular play with the same group of people tends to lower inhibition a bit. Also, the more you get invested in the campaign’s story, the easier it becomes to connect your character to the gaming world. And from there, it’s almost only natural to fall into roleplaying.


Increased Creativity

Similarly, spending more time – and becoming more invested – in a gaming world allows for creative ideas to flow more freely. Great campaigns and stories in a TTRPG group don’t just come from the game master. Instead, the best campaigns come from every member of the group creatively contributing to what happens, or what should happen, next.


A Story You Look Forward To

The biggest benefit of an ongoing RPG campaign is that the game becomes something you look forward to each time you play. There’s nothing wrong with casual games, of course. There is a difference between casual games, and deeply meaningful ongoing campaigns, however. Consider the difference between a watching a YouTube video and watching the season finale to your favorite show. No comparison, right? There’s just not the same emotional build up and intensity, until you’ve invested the time required to cross the threshold of greatness.

RPG Campaign Gaming Table Setup

Is It Difficult to Keep an RPG Campaign Going?

Unfortunately, even with the many great benefits of an ongoing tabletop gaming campaign, it can be difficult to get one off the ground. Many gaming groups start out with the idea of playing an entire RPG campaign. There’s usually one person, or a couple, who becomes the driving force for getting the group together, and consistently playing.


In many cases (maybe even in most cases), however, an “RPG campaign” turns into a single one-shot adventure. Or, perhaps a few gaming sessions strung together, loosely. Then, interest in the game burns out, people get busy, or any number of life-related events take place to derail the budding storyline.


For a little context, I’ve been playing TTRPGs for about 20 years. In all my tabletop RPG experiences, I’ve played in five full-length campaigns. Besides those, I’ve played in maybe eight more partial-length “campaigns,” and began another dozen or so “campaign attempts.” The campaign I’m playing in now, if it makes the distance, will only be my sixth. It’s not easy to get a group of people together, consistently, for any length of time. It was certainly easier when I was in college. Now, as an adult, with real responsibilities, it takes a bit more effort to keep things rolling.


Try Out a New Kind of TTRPG

Sometimes, the best way to make a TTRPG campaign succeed is to try out a new game. If you’ve never played a group GM RPG before, check out Eternity TTRPG.


Campaigns in Eternity TTRPG have immense longevity to them since everyone at the table contributes to the creativity of the gaming world, NPCs, villains, storylines, and more. It’s also set up so that there’s a lot of cohesion amongst the group in the development of stories.


Have Fun With Your Next RPG Campaign

Hopefully, this article has given you some reason to try out an RPG campaign, tips to make it endure, and ideas for planning it out. The last piece of advice for you is to have fun with it. Nothing matters more, in tabletop roleplaying.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Woman in armor, mohawk, tattoos, and spiky gauntlets.
By Jacob Tegtman November 18, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6BYfKn3_nXc Transcription What if I told you that Dark Sun , the brutal, sun-scorched D&D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.  First, some context. Dark Sun is one of D&D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power — it devours life . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells. Historically, Dark Sun has also leaned heavily into psionics , making it very distinct among D&D worlds. Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called “Apocalyptic Subclasses” , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming. To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy. 1.Circle of Preservation Druid These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left. Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains. Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it. 2. Gladiator Fighter A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles. Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair. In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels. 3. Defiled Sorcery (Sorcerer) Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic. The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive. 4. Sorcerer-King Patron (Warlock) Warlocks who’ve made a pact with a Sorcerer-King — those tyrannical, magically powerful rulers of Athas. The patron imbues them with fear, command, and the oppressive power of their masters. This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny. To be clear with all of this Dark Sun speculation though, nothing is confirmed by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook. Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E. Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways. As a DM: Consider running a campaign set in a Dark Sun–inspired wasteland , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more. Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels. As a Player: If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe. Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay. Just remember with all of this though because it's not final : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking. So yeah — these four apocalyptic subclasses are awesome, and they are giving major Dark Sun vibes . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some very cool possibilities . Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
D&D: Forgotten Realms book cover with heroes. Characters in action with blue energy, forest background, and pre-order text.
By Jacob Tegtman November 14, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=rpPgFjr-hhg Transcription Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn. It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms. First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&D rules. What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn. In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend. Why is this book a big deal? Here are three reasons:  1. Expanded Player Options — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization. 2. Setting Integration — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story. 3. Innovation: Circle Magic & Group Play — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole. So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor. Let’s dig into the contents (and I’ll highlight the ones I’m most excited about): The 8 new subclasses are: College of the Moon (Bard), Knowledge Domain (Cleric), Banneret (Fighter), Oath of the Noble Genies (Paladin), Winter Walker (Ranger), Scion of the Three (Rogue), Spellfire (Sorcerer), and Bladesinger (Wizard) There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn. There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards. Now for Highlights that I’m particularly keen on trying, myself: The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like Elemental Smite which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away. The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast. Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing. If you pick up Heroes of Faerûn, here are some tips for how to get the most from it: Talk to your DM early. Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group. Pick a region + faction combo. Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks. Use the new subclasses to complement the setting. If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger. Be proactive with story. Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture. Don’t let the feast of options overwhelm. With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once. So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&D news and breakdowns. In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo Transcription Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.  Welcome back to Eternity TTRPG , your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond. Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond. It’s set in classic Forgotten Realms territory: the chilly reaches of Damara , where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland. The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform. But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before. That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn , a book we still know surprisingly little about.” Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools. Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools. Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work. If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures. So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn. So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night? Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like , subscribe , and ring that bell so you don’t miss our next dive into the world of tabletop chaos.
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