A continuing Dungeons & Dragons campaign for experienced teens who want deeper choices, stronger party teamwork, and an ongoing story shaped by their decisions.
This continuing Dungeons & Dragons campaign is for teens who already understand the basic rhythm of play and are ready for a story with greater depth, meaningful choices, and lasting consequences.
The party returns each week to an ongoing campaign guided by an experienced Guild Master. Players investigate mysteries, negotiate with memorable characters, explore dangerous places, plan together, and face age-appropriate fantasy challenges. Their choices influence alliances, locations, and what happens next.
A typical meeting includes:
• A concise recap and a clear connection to the party’s current goal
• Time for planning, role-play, exploration, puzzles, and tactical encounters
• Opportunities for each character’s strengths and personality to matter
• A closing moment that records major choices and sets up the next chapter
New learners can join an established campaign. Before or at the beginning of their first meeting, the Guild Master helps connect their character to the party and explains the essential story context. Players do not need to memorize every rule, but they should be comfortable reading a character sheet, making common checks, and participating in turn-based encounters.
Learners practice collaborative planning, communication, perspective-taking, flexible problem-solving, and responsible decision-making. The Guild Master keeps the story moving while leaving room for creative approaches and player agency.
Campaigns may include fantasy peril, imaginary combat, monsters, suspense, and morally complicated choices. Content remains age-appropriate and is guided by the Guild of Imagination code of conduct.
Guild of Imagination is an independent class provider. This club is not affiliated with or endorsed by Wizards of the Coast.
Learners should understand the basic flow of Dungeons & Dragons, including how to read their character sheet, make ability checks and saving throws, take turns, and participate in a simple combat encounter. Perfect rules knowledge is not expected.
A computer or tablet with a reliable internet connection, working microphone, and access to the meeting link are required. Headphones are recommended. Learners should have an approved character sheet available during play. The Guild Master will share any required virtual tabletop or character-tool instructions. Paper, pencil, and physical dice are optional.
No required homework is assigned. Learners may update their character sheet or review a short campaign note between meetings when the Guild Master requests it.
Learners should be comfortable with the basic flow of play, taking turns, and reading the main parts of a character sheet. The Guild Master can still help with unfamiliar rules.
Usually, yes. The Guild Master will review the character to make sure it fits the group, tone, and current adventure.
Yes. The Guild Master provides context and introduces the new character in a way that makes sense for the ongoing story.
A computer or tablet with reliable internet and a working microphone are required. Headphones are recommended. Paper, pencil, and physical dice are optional.
No required homework. Learners may think about their character between meetings, but all essential play happens live.
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