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As a new DM, should my focus when creating a campaign be on developing locations or NPCs?
What is a session 0?How do I DM a session zero?World Development - A Fresh StartIs there a better way to run a “rules light” or “beginner” D&D 4th edition game?Trying to fix my DM mistakes by starting a new campaignHow can I keep surprising my co-GM when he's playing in my campaign?How can a “Harlequin” player have the feeling of character progression?How much does “Defender Wins Ties” affect challenge rating math?
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A group of friends and I have decided to play D&D. Since I was the one gathering everyone and the one with the most previous knowledge, I became the DM for the group. I had never actually played before, but I have watched a a lot of D&D-related content. (I don't have any experience playing other role-playing games.)
We've played a session in which I organized a little one-shot to see if everyone was going to enjoy it. Now that we've decided to continuing playing, I'm tasked with creating a world for them to play in.
When creating the world, should I focus on developing the structure of the towns and regions, or the individual NPCs? In other words: Which of these is spending time on is likely to get a better return on investment: locations or NPCs?
dnd-5e campaign-development npc new-gm world-building
New contributor
$endgroup$
add a comment
|
$begingroup$
A group of friends and I have decided to play D&D. Since I was the one gathering everyone and the one with the most previous knowledge, I became the DM for the group. I had never actually played before, but I have watched a a lot of D&D-related content. (I don't have any experience playing other role-playing games.)
We've played a session in which I organized a little one-shot to see if everyone was going to enjoy it. Now that we've decided to continuing playing, I'm tasked with creating a world for them to play in.
When creating the world, should I focus on developing the structure of the towns and regions, or the individual NPCs? In other words: Which of these is spending time on is likely to get a better return on investment: locations or NPCs?
dnd-5e campaign-development npc new-gm world-building
New contributor
$endgroup$
1
$begingroup$
Related (in that "additional reading" way): What is Session Zero?
$endgroup$
– goodguy5
12 hours ago
1
$begingroup$
Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
$endgroup$
– NautArch
12 hours ago
$begingroup$
I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
$endgroup$
– Ifusaso
10 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
$endgroup$
– V2Blast♦
31 mins ago
add a comment
|
$begingroup$
A group of friends and I have decided to play D&D. Since I was the one gathering everyone and the one with the most previous knowledge, I became the DM for the group. I had never actually played before, but I have watched a a lot of D&D-related content. (I don't have any experience playing other role-playing games.)
We've played a session in which I organized a little one-shot to see if everyone was going to enjoy it. Now that we've decided to continuing playing, I'm tasked with creating a world for them to play in.
When creating the world, should I focus on developing the structure of the towns and regions, or the individual NPCs? In other words: Which of these is spending time on is likely to get a better return on investment: locations or NPCs?
dnd-5e campaign-development npc new-gm world-building
New contributor
$endgroup$
A group of friends and I have decided to play D&D. Since I was the one gathering everyone and the one with the most previous knowledge, I became the DM for the group. I had never actually played before, but I have watched a a lot of D&D-related content. (I don't have any experience playing other role-playing games.)
We've played a session in which I organized a little one-shot to see if everyone was going to enjoy it. Now that we've decided to continuing playing, I'm tasked with creating a world for them to play in.
When creating the world, should I focus on developing the structure of the towns and regions, or the individual NPCs? In other words: Which of these is spending time on is likely to get a better return on investment: locations or NPCs?
dnd-5e campaign-development npc new-gm world-building
dnd-5e campaign-development npc new-gm world-building
New contributor
New contributor
edited 29 mins ago
V2Blast♦
34.3k5 gold badges124 silver badges217 bronze badges
34.3k5 gold badges124 silver badges217 bronze badges
New contributor
asked 12 hours ago
Thomas ReichmannThomas Reichmann
313 bronze badges
313 bronze badges
New contributor
New contributor
1
$begingroup$
Related (in that "additional reading" way): What is Session Zero?
$endgroup$
– goodguy5
12 hours ago
1
$begingroup$
Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
$endgroup$
– NautArch
12 hours ago
$begingroup$
I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
$endgroup$
– Ifusaso
10 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
$endgroup$
– V2Blast♦
31 mins ago
add a comment
|
1
$begingroup$
Related (in that "additional reading" way): What is Session Zero?
$endgroup$
– goodguy5
12 hours ago
1
$begingroup$
Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
$endgroup$
– NautArch
12 hours ago
$begingroup$
I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
$endgroup$
– Ifusaso
10 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
$endgroup$
– V2Blast♦
31 mins ago
1
1
$begingroup$
Related (in that "additional reading" way): What is Session Zero?
$endgroup$
– goodguy5
12 hours ago
$begingroup$
Related (in that "additional reading" way): What is Session Zero?
$endgroup$
– goodguy5
12 hours ago
1
1
$begingroup$
Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
$endgroup$
– NautArch
12 hours ago
$begingroup$
Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
$endgroup$
– NautArch
12 hours ago
$begingroup$
I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
$endgroup$
– Ifusaso
10 hours ago
$begingroup$
I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
$endgroup$
– Ifusaso
10 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
$endgroup$
– V2Blast♦
31 mins ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
$endgroup$
– V2Blast♦
31 mins ago
add a comment
|
3 Answers
3
active
oldest
votes
$begingroup$
Your focus: Having Fun!
The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.
What is Fun?
Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.
And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.
Planning (and lack thereof)
This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!
You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.
Homebrew or published
I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.
But it's perfectly okay to come up with something entirely on your own.
The key is having fun. As long as everyone is, you're doing it right :)
You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.
Session planning
Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.
$endgroup$
add a comment
|
$begingroup$
Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.
$endgroup$
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
add a comment
|
$begingroup$
Both are valid approaches. You won’t get any advice that one is objectively better than the other.
Your setting will need some of both—you need places for your NPCs to be, and you need NPCs to populate your world—but which one you focus on will give your campaign a distinct feel.
At the risk of saying “water is wet”, NPC-centric campaigns tend to be more about people and their motivations and discovering their secrets, and place-centric campaigns tend to be more about moving through the world and discovering its secrets.
Which one you personally gravitate towards is likely your best choice. Build with an eye to what you enjoy, and DMing will be just that little bit easier.
You’re not locked into your choice, either, especially if you avoid the temptation to over-build before the start of play. DMing your own setting is a continuous process of creation, so you will be building more as you go, and can easily switch your focus if you ever have the need or desire. You may find that during play your players are distinctly interested in one or the other, and you may tweak (or entirely switch) your focus from place to people or vice versa in response to that.
Some adventure premises also lend themselves more towards one or the other. If you set an adventure in a primeval forest, you might focus on place with a few (or even no) supporting NPCs; if you kick off a town adventure, you’ll want a notable cast of characters supported by a few locations that highlight the NPCs. Switching that up can also be interesting: a situation that’s unexpectedly heavily about people in the wilderness can be an interesting change of pace; a social context that turns into an adventure focused on a mysterious place that forces people to put aside their social conflicts can be too.
There’s no right answer, only choices and your and your players’ tastes. Experiment, and enjoy!
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3 Answers
3
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3 Answers
3
active
oldest
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active
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active
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$begingroup$
Your focus: Having Fun!
The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.
What is Fun?
Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.
And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.
Planning (and lack thereof)
This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!
You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.
Homebrew or published
I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.
But it's perfectly okay to come up with something entirely on your own.
The key is having fun. As long as everyone is, you're doing it right :)
You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.
Session planning
Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.
$endgroup$
add a comment
|
$begingroup$
Your focus: Having Fun!
The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.
What is Fun?
Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.
And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.
Planning (and lack thereof)
This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!
You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.
Homebrew or published
I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.
But it's perfectly okay to come up with something entirely on your own.
The key is having fun. As long as everyone is, you're doing it right :)
You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.
Session planning
Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.
$endgroup$
add a comment
|
$begingroup$
Your focus: Having Fun!
The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.
What is Fun?
Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.
And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.
Planning (and lack thereof)
This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!
You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.
Homebrew or published
I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.
But it's perfectly okay to come up with something entirely on your own.
The key is having fun. As long as everyone is, you're doing it right :)
You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.
Session planning
Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.
$endgroup$
Your focus: Having Fun!
The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.
What is Fun?
Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.
And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.
Planning (and lack thereof)
This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!
You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.
Homebrew or published
I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.
But it's perfectly okay to come up with something entirely on your own.
The key is having fun. As long as everyone is, you're doing it right :)
You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.
Session planning
Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.
edited 11 hours ago
answered 11 hours ago
NautArchNautArch
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81.3k16 gold badges315 silver badges533 bronze badges
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$begingroup$
Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.
$endgroup$
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
add a comment
|
$begingroup$
Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.
$endgroup$
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
add a comment
|
$begingroup$
Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.
$endgroup$
Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.
edited 11 hours ago
answered 12 hours ago
Quadratic WizardQuadratic Wizard
45.1k7 gold badges155 silver badges220 bronze badges
45.1k7 gold badges155 silver badges220 bronze badges
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
add a comment
|
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
So I'll try to focus in the direction that the players are going, In our first session I did feel that I was lacking a bit of prep, In one of the occasions one of my players (a changeling) tried to seduce a bar man and I had to stop for a minute to think if he would could be seduced, if he had a wife, liked humans etc...
$endgroup$
– Thomas Reichmann
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann Even the greatest DMs can't possibly prepare for every eventuality. Often, you just have to make something up and run with it. That versatility is a big part of what makes D&D unique.
$endgroup$
– Quadratic Wizard
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann That was entirely the right sequence of questions to consider! Impossible tasks don't become possible because of a desire to roll dice. Also, you've got enough rep now to join our Role-playing Games Chat if you want to talk more about anything you're reading here.
$endgroup$
– NautArch
11 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
$begingroup$
@ThomasReichmann I 100% sympathize with the feeling of being unprepared with the barman, but with experience you'll discover that it's impossible to prepare for that kind of thing reliably in the sense of "I've thought of every character here, and every detail about all of them". The first casualty in a D&D campaign is usually the DM's plans, and while there are techniques to help deal with that kind of situation more campaign planning often doesn't do so very well or very efficiently.
$endgroup$
– Upper_Case
10 hours ago
add a comment
|
$begingroup$
Both are valid approaches. You won’t get any advice that one is objectively better than the other.
Your setting will need some of both—you need places for your NPCs to be, and you need NPCs to populate your world—but which one you focus on will give your campaign a distinct feel.
At the risk of saying “water is wet”, NPC-centric campaigns tend to be more about people and their motivations and discovering their secrets, and place-centric campaigns tend to be more about moving through the world and discovering its secrets.
Which one you personally gravitate towards is likely your best choice. Build with an eye to what you enjoy, and DMing will be just that little bit easier.
You’re not locked into your choice, either, especially if you avoid the temptation to over-build before the start of play. DMing your own setting is a continuous process of creation, so you will be building more as you go, and can easily switch your focus if you ever have the need or desire. You may find that during play your players are distinctly interested in one or the other, and you may tweak (or entirely switch) your focus from place to people or vice versa in response to that.
Some adventure premises also lend themselves more towards one or the other. If you set an adventure in a primeval forest, you might focus on place with a few (or even no) supporting NPCs; if you kick off a town adventure, you’ll want a notable cast of characters supported by a few locations that highlight the NPCs. Switching that up can also be interesting: a situation that’s unexpectedly heavily about people in the wilderness can be an interesting change of pace; a social context that turns into an adventure focused on a mysterious place that forces people to put aside their social conflicts can be too.
There’s no right answer, only choices and your and your players’ tastes. Experiment, and enjoy!
$endgroup$
add a comment
|
$begingroup$
Both are valid approaches. You won’t get any advice that one is objectively better than the other.
Your setting will need some of both—you need places for your NPCs to be, and you need NPCs to populate your world—but which one you focus on will give your campaign a distinct feel.
At the risk of saying “water is wet”, NPC-centric campaigns tend to be more about people and their motivations and discovering their secrets, and place-centric campaigns tend to be more about moving through the world and discovering its secrets.
Which one you personally gravitate towards is likely your best choice. Build with an eye to what you enjoy, and DMing will be just that little bit easier.
You’re not locked into your choice, either, especially if you avoid the temptation to over-build before the start of play. DMing your own setting is a continuous process of creation, so you will be building more as you go, and can easily switch your focus if you ever have the need or desire. You may find that during play your players are distinctly interested in one or the other, and you may tweak (or entirely switch) your focus from place to people or vice versa in response to that.
Some adventure premises also lend themselves more towards one or the other. If you set an adventure in a primeval forest, you might focus on place with a few (or even no) supporting NPCs; if you kick off a town adventure, you’ll want a notable cast of characters supported by a few locations that highlight the NPCs. Switching that up can also be interesting: a situation that’s unexpectedly heavily about people in the wilderness can be an interesting change of pace; a social context that turns into an adventure focused on a mysterious place that forces people to put aside their social conflicts can be too.
There’s no right answer, only choices and your and your players’ tastes. Experiment, and enjoy!
$endgroup$
add a comment
|
$begingroup$
Both are valid approaches. You won’t get any advice that one is objectively better than the other.
Your setting will need some of both—you need places for your NPCs to be, and you need NPCs to populate your world—but which one you focus on will give your campaign a distinct feel.
At the risk of saying “water is wet”, NPC-centric campaigns tend to be more about people and their motivations and discovering their secrets, and place-centric campaigns tend to be more about moving through the world and discovering its secrets.
Which one you personally gravitate towards is likely your best choice. Build with an eye to what you enjoy, and DMing will be just that little bit easier.
You’re not locked into your choice, either, especially if you avoid the temptation to over-build before the start of play. DMing your own setting is a continuous process of creation, so you will be building more as you go, and can easily switch your focus if you ever have the need or desire. You may find that during play your players are distinctly interested in one or the other, and you may tweak (or entirely switch) your focus from place to people or vice versa in response to that.
Some adventure premises also lend themselves more towards one or the other. If you set an adventure in a primeval forest, you might focus on place with a few (or even no) supporting NPCs; if you kick off a town adventure, you’ll want a notable cast of characters supported by a few locations that highlight the NPCs. Switching that up can also be interesting: a situation that’s unexpectedly heavily about people in the wilderness can be an interesting change of pace; a social context that turns into an adventure focused on a mysterious place that forces people to put aside their social conflicts can be too.
There’s no right answer, only choices and your and your players’ tastes. Experiment, and enjoy!
$endgroup$
Both are valid approaches. You won’t get any advice that one is objectively better than the other.
Your setting will need some of both—you need places for your NPCs to be, and you need NPCs to populate your world—but which one you focus on will give your campaign a distinct feel.
At the risk of saying “water is wet”, NPC-centric campaigns tend to be more about people and their motivations and discovering their secrets, and place-centric campaigns tend to be more about moving through the world and discovering its secrets.
Which one you personally gravitate towards is likely your best choice. Build with an eye to what you enjoy, and DMing will be just that little bit easier.
You’re not locked into your choice, either, especially if you avoid the temptation to over-build before the start of play. DMing your own setting is a continuous process of creation, so you will be building more as you go, and can easily switch your focus if you ever have the need or desire. You may find that during play your players are distinctly interested in one or the other, and you may tweak (or entirely switch) your focus from place to people or vice versa in response to that.
Some adventure premises also lend themselves more towards one or the other. If you set an adventure in a primeval forest, you might focus on place with a few (or even no) supporting NPCs; if you kick off a town adventure, you’ll want a notable cast of characters supported by a few locations that highlight the NPCs. Switching that up can also be interesting: a situation that’s unexpectedly heavily about people in the wilderness can be an interesting change of pace; a social context that turns into an adventure focused on a mysterious place that forces people to put aside their social conflicts can be too.
There’s no right answer, only choices and your and your players’ tastes. Experiment, and enjoy!
answered 12 hours ago
SevenSidedDieSevenSidedDie
217k35 gold badges697 silver badges970 bronze badges
217k35 gold badges697 silver badges970 bronze badges
add a comment
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add a comment
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Thomas Reichmann is a new contributor. Be nice, and check out our Code of Conduct.
Thomas Reichmann is a new contributor. Be nice, and check out our Code of Conduct.
Thomas Reichmann is a new contributor. Be nice, and check out our Code of Conduct.
Thomas Reichmann is a new contributor. Be nice, and check out our Code of Conduct.
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1
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Related (in that "additional reading" way): What is Session Zero?
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– goodguy5
12 hours ago
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Thinking again, I'm not sure this is too broad. As long as answers are supported by experience, I think this is a good question and removing my close vote.
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– NautArch
12 hours ago
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I think that offers a much more objectively answer-able question (the kind we handle here). There are also forums that can be more interactive, a worldbuilding stack-exchange (for when you get a little further in), and some great web content available.
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– Ifusaso
10 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Please edit any necessary clarifications into the question.
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– V2Blast♦
31 mins ago