Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Running a homebrew campaign is HARD
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="airwalkrr" data-source="post: 5510623" data-attributes="member: 12460"><p>The best suggestion I can make is pretty simple, but very effective. <strong>Start small, and build slowly.</strong> Begin with a simple plot hook, a dungeon, wizard's tower or something like that for the PCs to explore. Provide them with the rudiments of a motivation and let them justify it for their characters for themselves. After you are done with the dungeon, you can always go back. There can always be a lower level, or a portal to a demiplane that is still somehow part of the dungeon. Or you can expand outward. Use a small town as the home base for the PCs but introduce a hook to take them to a larger city. Once in the city they can be approached by someone who has heard of their exploits and offers them work, leading to bigger and better dungeons and so on.</p><p></p><p>The worst thing you can do IMHO is design an entire world from scratch ahead of time for a homebrew setting and expect your players to get into it. It's best for them to experience it a little at a time, getting to know it as they go. That way they really feel a part of it. Part of what made Forgotten Realms so enchanting was Ed Greenwood's regular articles in The Dragon describing the world from Elminster's perspective. Small pieces of the world were developed in players' minds over a long period of time leading to a huge attachment to the setting.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5510623, member: 12460"] The best suggestion I can make is pretty simple, but very effective. [B]Start small, and build slowly.[/B] Begin with a simple plot hook, a dungeon, wizard's tower or something like that for the PCs to explore. Provide them with the rudiments of a motivation and let them justify it for their characters for themselves. After you are done with the dungeon, you can always go back. There can always be a lower level, or a portal to a demiplane that is still somehow part of the dungeon. Or you can expand outward. Use a small town as the home base for the PCs but introduce a hook to take them to a larger city. Once in the city they can be approached by someone who has heard of their exploits and offers them work, leading to bigger and better dungeons and so on. The worst thing you can do IMHO is design an entire world from scratch ahead of time for a homebrew setting and expect your players to get into it. It's best for them to experience it a little at a time, getting to know it as they go. That way they really feel a part of it. Part of what made Forgotten Realms so enchanting was Ed Greenwood's regular articles in The Dragon describing the world from Elminster's perspective. Small pieces of the world were developed in players' minds over a long period of time leading to a huge attachment to the setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Running a homebrew campaign is HARD
Top