See my sig on DM Advice, lots of older threads of different subjects.
Don't do all the work yourself, get your players in the creation process too.
Don't do all the work yourself, get your players in the creation process too.
Either I am a miracle worker, and can read my players' actions months in advance, or this is less than 100% true....No it isn't.
My role-playing group has almost exclusively only played/run what you call "homebrew" games. In my experience running pre-made or published adventures is a complete hassle - Not for the players, of course. The DM has to pretty much read the entire adventure in advance and know about all the encounters/combats and then be able to alter the entire damn thing when the players inevitably stray from the established course of the adventure, kill or ignore a major npc. Plus most of the adventures I've read are. Screw that.
Here's what we've almost always done; the players make the adventure. They go and do what they want. The DM just needs a setting and possibly some story hooks. If you really want a story arch, I just make a series of bullet points leading up to the inevitable conclusion. Here's a handy chart I found on Google image search:
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Basically that's it. Let the players create the drama. The DM just creates the atmosphere and does the math bits. If you're doing a more character-centric game, make a list of characters and make a couple notes on their personalities/motiviations.
And after I've written down my notes, I really never even look at them again because I've made mental notes about what I want to happen. My notes for entire campain generally don't take up more than a page.
The more you plan ahead, the more your players will derail it and mess it up.
Focus only on the parts that are relevant to the campaign and what effort your players will put into the campaign themselves.
I agree with this - under the proviso that "setting" here needn't be much more than a map (or some other way of communicating the lay of the land to the players) and a page or two of backstory. Of course that page will get longer as time goes by, but that is what play is for!The DM just needs a setting and possibly some story hooks.
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Let the players create the drama. The DM just creates the atmosphere and does the math bits. If you're doing a more character-centric game, make a list of characters and make a couple notes on their personalities/motiviations.
I think this depends a lot on playstyle. These days I basically never have a village or town map - if crosstown travel comes up I can just handwave it - but quite often know quite a bit about the kingdom or region, if its history is an important part of the backdrop to events in the game.if you are basing your campaign in a small town or large village, you should have a map, some noted locations, a few NPCs, and some hooks for adventuring. But when you discuss the kingdom or region that the PC's are in, that should be a paragraph about the most.