Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Campaigns vs Modules

Understanding Mimir’s two-level hierarchy for organizing your D&D games.

The Problem

When preparing a D&D campaign, you’re managing two different scopes:

  1. Campaign-level - The overarching story, recurring characters, world lore
  2. Adventure-level - Specific dungeons, encounters, session content

Mixing these creates chaos: Where do you put the goblin boss? Under the campaign? But he’s only in this dungeon. What about the recurring villain? She appears in multiple adventures.

Mimir’s Solution

Mimir separates these concerns:

Campaigns contain:

  • World-building and lore
  • Recurring NPCs
  • Player characters
  • The overarching story

Modules contain:

  • Specific adventures
  • Maps and encounters
  • Location-specific monsters
  • Session prep documents

Why This Works

Reusability

A module like “Goblin Cave” can be:

  • Used in multiple campaigns
  • Run for different groups
  • Adapted and improved over time

Focus

When preparing for Tuesday’s session:

  • Open the relevant module
  • See only what you need
  • Don’t wade through campaign-wide content

Organization

As your campaign grows:

  • Add new modules without cluttering old ones
  • Archive completed adventures
  • Track progress by module

Practical Examples

A Published Adventure

Running “Lost Mine of Phandelver”:

  • Campaign: “Phandelver Campaign”
  • Module 1: “Goblin Arrows” (ambush + Cragmaw Hideout)
  • Module 2: “Phandalin” (town exploration)
  • Module 3: “Cragmaw Castle”
  • Module 4: “Wave Echo Cave”

A Homebrew Campaign

Your original world:

  • Campaign: “The Shattered Realms”
  • Module 1: “The Haunted Mine” (first adventure)
  • Module 2: “Festival of Shadows” (town event)
  • Module 3: “Dragon’s Lair” (climax)

One-Shots

Even one-shots benefit:

  • Campaign: “One-Shot Collection”
  • Module 1: “Goblin Heist”
  • Module 2: “Murder Mystery”
  • Module 3: “Dragon Hunt”

When to Use Each

Put in the Campaign

  • Setting information
  • Recurring NPCs
  • Player character assignments
  • World maps
  • Faction details

Put in the Module

  • Dungeon maps
  • Encounter monsters
  • Location-specific NPCs
  • Session prep documents
  • Read-aloud text

The Boundary Cases

Some content could go either way:

Major villain - Campaign NPC, appears in multiple modules Dungeon boss - Module monster, only in that adventure Town shopkeeper - Could be either, depends on recurrence

When in doubt: If you’ll reference it in multiple modules, put it in the campaign. If it’s session-specific, put it in the module.

Benefits for Long Campaigns

As campaigns run for months or years:

  • Modules act as “chapters” you can reference
  • Old modules preserve their state
  • New modules start fresh
  • Campaign-level content evolves

See Also