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<blockquote data-quote="Lidgar" data-source="post: 9762588" data-attributes="member: 28334"><p>Welcome to the forums! </p><p></p><p>There are many, MANY, amazing DM's on here who will no doubt give you some excellent advice, including links to videos and other references. </p><p></p><p>I'll keep my advice short. It's very common for DMs (especially new ones) to get this awesome idea for a campaign and then start writing it all out in detail, including plots within plots, side characters, etc. It's fun, like writing a story that the players get to experience.</p><p></p><p>My recommendation is to shy away from that approach. Instead, think about what are the core elements of your campaign idea. Antagonist, setting, allies, deities, etc. Then, think of ways you will introduce those elements to the characters through a series of encounters. One way to think of it is more like an outline or flow chart with lots of branching points. </p><p></p><p>Why this approach? Because players like (at least the illusion of) agency. The ability to go in different, maybe unexpected directions. They are the ones that will be writing the story, so give them the tools to do so. I think you'll be amazed and pleased by the unexpected turns your campaign takes over the years.</p><p></p><p>One last bit of advice: remember you are a player too, so make it fun! Don't stress about "messing up" - it's likely your players will never notice.</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="Lidgar, post: 9762588, member: 28334"] Welcome to the forums! There are many, MANY, amazing DM's on here who will no doubt give you some excellent advice, including links to videos and other references. I'll keep my advice short. It's very common for DMs (especially new ones) to get this awesome idea for a campaign and then start writing it all out in detail, including plots within plots, side characters, etc. It's fun, like writing a story that the players get to experience. My recommendation is to shy away from that approach. Instead, think about what are the core elements of your campaign idea. Antagonist, setting, allies, deities, etc. Then, think of ways you will introduce those elements to the characters through a series of encounters. One way to think of it is more like an outline or flow chart with lots of branching points. Why this approach? Because players like (at least the illusion of) agency. The ability to go in different, maybe unexpected directions. They are the ones that will be writing the story, so give them the tools to do so. I think you'll be amazed and pleased by the unexpected turns your campaign takes over the years. One last bit of advice: remember you are a player too, so make it fun! Don't stress about "messing up" - it's likely your players will never notice. Happy gaming! [/QUOTE]
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