Beginning a new campaign is one of the most exciting parts of Dungeons & Dragons, but most of them kick off in the same cookie-cutter way. Usually, all of the player characters are gathered in a tavern, whether it be by chance or by fate, and are given a task that will force them to work together. While there is nothing wrong with this classic setup, it may become repetitive, especially for veteran players. Luckily for Dungeon Masters looking to mix things up, there are plenty of great alternate locations that they can use.

One great way to begin a D&D campaign, especially a more casual one, is to start at some sort of celebration. Whether it be a formal gathering hosted by nobility or a party thrown by an entire village, celebrations are a great place for players to casually meet one another at the start of a new Dungeons & Dragons campaign. Players can have different jobs during the celebration based on their class, such as having the Bard be the performer. If Dungeons Masters want to be sure to include some combat in the first session, the celebration can always be crashed by bandits or a wild creature.

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A more serious way to start off a Dungeons & Dragons campaign is to have all of the players imprisoned. Whether falsely accused or actually guilty of committing a crime, starting a group of D&D players in prison forces them to work together and escape. Breaking out of a cell is a fun goal for new players just learning D&D‘s mechanics, and the freedom once they do escape will feel completely earned. Beginning in a prison can also be used as a callback to The Elder Scrolls games, all of which begin in a similar fashion.

Why More D&D Campaigns Should Begin On A Ship

Another unique D&D campaign starting location Dungeon Masters could use is a ship. Placing D&D characters on a ship essentially traps them in the early going, forcing them to introduce themselves to one another while they are living in a tight space. The players could be stowaways on a cargo ship looking to begin a new life, or even low-ranking member’s of a pirate crew with an evil captain. Either way, beginning on a ship allows the world to slowly open up to the players, and would be perfect for any sort of pirate-themed D&D campaign.

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For adventures full of veteran Dungeons & Dragons players, Dungeon Masters have the option of doing something completely out of the ordinary. Dungeon Masters could consider starting their D&D campaign in some sort of afterlife, a place that would be totally unfamiliar to the player’s characters. Whether the characters have actually died or were transported there for some divine purpose, the players can work together to try to return to the land of the living. This would also be a fun location for players to role-play as their differing alignments, since their characters would likely be in the presence of various deities.

The starting location of a Dungeons & Dragons campaign is important for setting the tone of the adventure, and there are countless options to choose from. Although there is nothing wrong with beginning in a tavern, it can become a little dull after playing in many campaigns. In order to keep their players on their toes, Dungeon Masters should consider unique locations that can keep veteran Dungeons & Dragons players interested while also helping new players learn the game.

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