ForceUser
Explorer
1) What kind of shops, buildings, homes, public works, exotic residences, exotic buildings, landmarks, etc. could exist in a city (assume that the city can contain any building you can think of)?
Far too broad to answer here, though it sounds to me like you're talking about a city of metropolis size from the DMG. If you read the DMG, it will clue you in as to what sort of services the PCs can expect to find in your average D&D metropolis.
2) Which is better; pre-made plot line with adventures or make an adventure as the campaign progresses?
Pre-made plots are always better if you plan on running an extended campaign. As DM, you will want to know what your major NPCs are up to, regardless of whether the PCs are currently interacting with them. Keep it broad and flexible, but decide what's going on early, otherwise you're going to have a tough time later when the PCs start casting divinations and communes to find out what's going on.
3) How large should the campaign setting be; i.e. continent, large portion of a planet, an entire planet, etc.?
Entirely up to you initially, and partially up to the player group after the campaign is underway. You don't need a huge campaign setting, though. In a weekly game I play in, the PCs have spent 14 levels adventuring on the same island, which is about the size of Louisiana.
4) What restrictions do you think I should apply on the availability of items, potions, weapons, goods, and other stuff? Cut the players some slack. Possession of these items are calculated into things like monster CRs; the game assumes your players have them. Minor magic items should be relatively easy for PCs to acquire. Major items should be difficult and/or costly. Simple as that.
5) Should I determine geographic features, roads, and famous landmarks before I create adventures or as I create them? Both. Just remember Rome wasn't built in a day; you want a map, with major landmarks, and you can create more as needed as you build each adventure before play.
6) Should I draw a intricate mapping of the campaign setting? Only if you want to. Your map should be as detailed as you're comfortable with.
7) Should I supply the PC's with any information about the campaign setting beyond the basics?
They should know what their characters know. Their characters are supposed to be living, breathing people in a "real" world.
8) Should I make copies of the map and give it to each player? If you want to. We keep a campaign folder for players that anyone can use for reference.
9) Should I determine any major NPC's that the PC's will eventually encounter before I create the adventure or as I create the adventure?
Again, both. You should always know who your major NPCs are and what they are up to.
10) Finally, should the campaign consist of more dungeons and less wandering and searching or vice versa?
Up to you. Find out what your players like and give it to them.
Far too broad to answer here, though it sounds to me like you're talking about a city of metropolis size from the DMG. If you read the DMG, it will clue you in as to what sort of services the PCs can expect to find in your average D&D metropolis.
2) Which is better; pre-made plot line with adventures or make an adventure as the campaign progresses?
Pre-made plots are always better if you plan on running an extended campaign. As DM, you will want to know what your major NPCs are up to, regardless of whether the PCs are currently interacting with them. Keep it broad and flexible, but decide what's going on early, otherwise you're going to have a tough time later when the PCs start casting divinations and communes to find out what's going on.
3) How large should the campaign setting be; i.e. continent, large portion of a planet, an entire planet, etc.?
Entirely up to you initially, and partially up to the player group after the campaign is underway. You don't need a huge campaign setting, though. In a weekly game I play in, the PCs have spent 14 levels adventuring on the same island, which is about the size of Louisiana.
4) What restrictions do you think I should apply on the availability of items, potions, weapons, goods, and other stuff? Cut the players some slack. Possession of these items are calculated into things like monster CRs; the game assumes your players have them. Minor magic items should be relatively easy for PCs to acquire. Major items should be difficult and/or costly. Simple as that.
5) Should I determine geographic features, roads, and famous landmarks before I create adventures or as I create them? Both. Just remember Rome wasn't built in a day; you want a map, with major landmarks, and you can create more as needed as you build each adventure before play.
6) Should I draw a intricate mapping of the campaign setting? Only if you want to. Your map should be as detailed as you're comfortable with.
7) Should I supply the PC's with any information about the campaign setting beyond the basics?
They should know what their characters know. Their characters are supposed to be living, breathing people in a "real" world.
8) Should I make copies of the map and give it to each player? If you want to. We keep a campaign folder for players that anyone can use for reference.
9) Should I determine any major NPC's that the PC's will eventually encounter before I create the adventure or as I create the adventure?
Again, both. You should always know who your major NPCs are and what they are up to.
10) Finally, should the campaign consist of more dungeons and less wandering and searching or vice versa?
Up to you. Find out what your players like and give it to them.