Summary
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Not all campaigns must be long -term; Shorter stories can be equally satisfactory for players.
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War, pirate adventures and post-apocalyptic settings are effective concepts of stories for long campaigns.
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Consider incorporating elements such as evil rulers, cults or repeating villains to add depth and challenges.
One of the best feelings in building a Dungeons & Dragons campaign is to see how players have invested in a big story that does more sessions where each game takes them a step further to complete complex puzzles in what it can take months or even years to conclude. But not every story needs so much time to complete.
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In a long campaign, some concepts of the story work better than others. For this type of idea, something big can be effective that affects the whole world around them. So we have several suggestions on how to start your plans.
Updated April 30, 2025, Lucas Olah: Brainstorm ideas are always useful. By reading these long story ideas, you can use one of them, combine several of them into your own story, or even if you don't use any of them, just reading the options here can evoke the idea in your head. With this in mind, we thought it would be useful to add even more suggestions to read and see which one has a sense of your world.
15
War
It's fantastic!
Simple and efficient. The world that has been abandoned by a constant war creates a complete chaos anywhere where the party goes, and despite what they are facing, they know that it is a continuous struggle and connects everything together.
You can also choose players on which side they want to support if at all. They can choose one, play mercenaries who only help anyone who pays or is trying to find a Pacific solution for both sides. Both scenarios can be his own great story.
14
Pirate adventure
Lift the colors
It is hard to go wrong by letting your players take the ship and sail through your world. Whether they are adventurers looking for something, or pirates terrorize the sea themselves, the concept itself works well.
It is also effective to give them a moving base and have them explored more areas in the same story, so the campaign works as an anthology (more about it later), or, depending on their goal, gives them a way to travel quickly.
13
Post-apocalypse
Last party
In the world destroyed [insert you apocalyptic event here]Few people who survived try to do what they have. You may have monsters responsible for this destruction or as survivors, creating many conflicts with them, or people can fight each other for the most basic sources.
Alternatively, you could have larger settlements that have already begun to prosper after the cataclysm, but there is still a large, uncharted area of the world that is still dangerous after what has happened to your world.
12
Siege
Grab your players
It is true that this concept is a bit difficult to implement as a long story, but it's good when it is running properly. Basically, the city, region, country or anywhere your party are besieged by an enemy.
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Being stuck in place works great depending on how developed it is, so be ready to design a monster of the city. You can create a lot of problems through siege, such as lack of resources, and the solution of these can be the goal of the party.
11
Evil ruler
Fight with the Empire
Put the Strahda curse here and get an idea. The country is dominated by a powerful figure who could not take care of their people, even if they tried. Many suffer from such a ruler; Their removal is the only salvation.
This idea does not give as much choice as the previous one, but contributes to a simpler narrative focusing on the only character as the final villain. Their presence and actions in the whole campaign will even be more scary.
10
Lord
Shadow rule
Take the previous concept and add some secrets to it. The world also has a bad ruler, but he is not a big figure that appears everywhere; Instead, his ruler dominates important political characters from the shadows.
What can begin as a simple fight against the gang can turn into something much deeper and you can even use the political personalities like red to hersteries whenever players find that they are not really real evil all the time.
9
Magic School
For a piece of life
You know, not every campaign must have huge bets or even be charged. Simpler stories that are focused on roleplaying (with occasional fighting, because it is still D&D) work as well.
With regard to this, the concept with more dramatic bets passes than an event that can be a long campaign, a magic university such as strixhaven. Players will have a lot of NPCs with which they will have interaction, fear of evaluation and more different consequences than death. Yet everyone is killed – or worse, excluded.
8
Monster
Good for enemy diversity
Strong creatures roam the world. Few people see and live to tell the story; Even less can defeat such animals. Whether it is kind of their hearts or on the opportunity to money, your players' missing is to be removed.
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This idea is initially vague, but if you want things to lead to a proper conspiracy, you can suddenly appear in the world and let someone under control, and create MasterMind – aka BBEG.
7
Look for a legendary artifact
Take your strength for yourself
Ah, old old MacGuffin. Hidden somewhere in your world lies an artifact with incredible force: weapon, armor, key to final power. Or maybe the magic of wishes for free. Either way, it is something that players can use for themselves or sell to the highest candidate.
Although the whole story could easily spin around, you can have several NPCs in finding the same artifact, create numerous enemies and tension in finding things than someone else does.
6
Cult
Classic enemies
Take things on the religious side, you could have followers of the evil deity. You can make them with real evil opponents, perform victims and as follows, or may have the facade nice-Guy they maintain, are somewhat publicly accepted, and their removal also destroys their image instead of simply fighting them.
And all of this can culminate with them to try to bring back or resurrect your God – or any excuse you have made so that God is not around. Is there a more correct fight with endgame boss than lowering the deities?