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General Tabletop Discussion
*Dungeons & Dragons
How long does it take to generally take to set a campaign up
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<blockquote data-quote="Li Shenron" data-source="post: 7624781" data-attributes="member: 1465"><p>Mmm... I have the feeling my answer won't easily suit you. </p><p></p><p>The way I create campaigns nowadays is pretty random. I start from picking the first adventure, and build from there. I have long left behind the idea of top-down world building, although I have done it in 3e and I could just resume one of those few old fantasy worlds of mine if I want.</p><p></p><p>But now my favourite way of doing is bottom-up, with player characters starting locally and gradually discovering the world, which leaves me no pressure to design anything in advance, and things get picked up and added from the adventures themselves. </p><p></p><p>Those few lore things that are needed beforehand, such as which deities can the clerics choose, I can still have ready in no time by just picking an existing pantheon, or let the Cleric player choose any deity freely and leaving the rest up in the air.</p><p></p><p>So really my prep time before a totally new campaign goes into reading or writing the introductory adventure, which is normally a one-shot so it's pretty short, and making a few pregenerated PCs for beginners. I like starting with a one-shot because I always have some at the table who are new to the game, or the edition at least. </p><p></p><p>It can get harder later, when I decide to run a bigger module that needs to be read fully. I have lots of old adventures still unplayed so I avoid writing long ones myself, but I do normally need to convert them. Peak prep time is always before starting those, but often it is followed by sessions for which I have almost nothing to prep. In fact, most free time between sessions last year instead of "prep" I've spent in "prop", such as designing action/spell cards and building minis and terrain using Lego.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7624781, member: 1465"] Mmm... I have the feeling my answer won't easily suit you. The way I create campaigns nowadays is pretty random. I start from picking the first adventure, and build from there. I have long left behind the idea of top-down world building, although I have done it in 3e and I could just resume one of those few old fantasy worlds of mine if I want. But now my favourite way of doing is bottom-up, with player characters starting locally and gradually discovering the world, which leaves me no pressure to design anything in advance, and things get picked up and added from the adventures themselves. Those few lore things that are needed beforehand, such as which deities can the clerics choose, I can still have ready in no time by just picking an existing pantheon, or let the Cleric player choose any deity freely and leaving the rest up in the air. So really my prep time before a totally new campaign goes into reading or writing the introductory adventure, which is normally a one-shot so it's pretty short, and making a few pregenerated PCs for beginners. I like starting with a one-shot because I always have some at the table who are new to the game, or the edition at least. It can get harder later, when I decide to run a bigger module that needs to be read fully. I have lots of old adventures still unplayed so I avoid writing long ones myself, but I do normally need to convert them. Peak prep time is always before starting those, but often it is followed by sessions for which I have almost nothing to prep. In fact, most free time between sessions last year instead of "prep" I've spent in "prop", such as designing action/spell cards and building minis and terrain using Lego. [/QUOTE]
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