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General Tabletop Discussion
*Dungeons & Dragons
Running a homebrew campaign is HARD
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<blockquote data-quote="Sanzuo" data-source="post: 5509503" data-attributes="member: 66180"><p>No it isn't.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Screw that.</p><p></p><p>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:</p><p><img src="https://lh6.googleusercontent.com/-G8V8XFq8vaw/TW0ntAjAnJI/AAAAAAAACuw/jtlE4mHPauA/simple-story_arc-e1298468393168.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The more you plan ahead, the more your players will derail it and mess it up.</p></blockquote><p></p>
[QUOTE="Sanzuo, post: 5509503, member: 66180"] 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: [IMG]https://lh6.googleusercontent.com/-G8V8XFq8vaw/TW0ntAjAnJI/AAAAAAAACuw/jtlE4mHPauA/simple-story_arc-e1298468393168.gif[/IMG] 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. [/QUOTE]
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Running a homebrew campaign is HARD
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