I've been running tabletop RPG campaigns for nearly a decade, and it has been one of the most valuable experiences in shaping how I think about game design. While most of my projects have defined rules, mechanics, and endpoints, running a long-term campaign means constantly adapting to player choices, interests, and feedback in real time.
Over the years, I've designed custom settings, adventures, encounters, and mechanics for multiple campaigns. My current campaign setting, Mutos, has been running for nearly two years with the same group of players. Maintaining a campaign over that length of time has taught me a lot about player engagement, pacing, and designing experiences that remain interesting over hundreds of hours of play.
One of the biggest lessons I learned early on was that players rarely engage with a game the way the designer expects. My first campaigns were filled with mechanics, lore, and encounters that made perfect sense to me but often failed to land with players. Through trial and error, I learned the importance of understanding what players actually want from a game rather than what I assume they want. This led me to place much more emphasis on session zero discussions, player feedback, and tailoring content to the goals of the group.
Designing and balancing encounters has also become a major part of my development as a designer. Over the years, I've created more than 100 custom monsters and bosses. Early designs often relied on hard crowd-control effects such as stuns and mind control, but I found those mechanics that removed agency from players and led to less interesting gameplay. As I gained experience, I shifted toward mechanics that restrict options without completely removing them. Effects that alter movement, change priorities, or force creative problem-solving tend to create more engaging encounters because players still get to participate and make meaningful decisions.
One idea that has carried into many of my other projects is that games are ultimately about people interacting with each other. Some of the most memorable moments from my campaigns weren't carefully planned story beats or perfectly balanced encounters. They were moments where players collaborated, improvised, argued, laughed, or surprised each other. Because of that, I spend a lot of time thinking about player engagement, downtime, and opportunities for interaction. Even when a player isn't actively taking a turn, I want them paying attention to what is happening around the table.
Dungeon Mastering has taught me lessons about communication, iteration, player psychology, and game balance that continue to influence every project I work on.
Feel free to look at a world anvil page I made for my players for our most recent campaign setting. This campaign ran for a little over 2 years: