Sir Richard Edward Carlyle, resurrected from the dead and currently at large.
One of the best pieces of advice I feel I can give any DM, new or old, is always be prepared to take a break from your game if you need it. Being a DM can be stressful and often has a lot of work associated with it, especially in keeping up with an ever increasing cast of characters, players actions and plot elements. A long term campaign, like the kind I tend to run, can often become very complicated webs of different interacting elements – most of it becoming nigh impenetrable for anyone who hasn’t been following the game from the start. This is actually something well worth discussing in its own post – so expect a future Training Day on taking breaks soon!
In reality the play reports of my various games on this blog are really for me and my players first, but a general audience is actually a secondary consideration in many ways. I acknowledge this is a bit of a problem, because unless someone goes into the archives and reads from the beginning of the game it might be nigh impossible to work out what’s actually happening in my games. The longer campaigns are basically impossible for anyone who isn’t playing in them or reading the play reports to really follow along.
So in this post, I’m going to make an attempt to describe – in general terms – the overall plot of Masks of the Dreamer. This is because as I move towards the end of the campaign, it can be a handy reminder for both my players and those who follow the guild to allow them to follow what is going on.