Shadows of Evermoon

bradfhancock

First Post
My friends and I are all new to the world of D&D and we are trying our best to figure out what works best for us.

I just want to know, on average, how much is too much for building a campaign?

I love to write stories which is why I was chosen to be the DM. However, I don't want to write so much about the campaign that it bores my friends and I while we play. I, personally, could write for days about our adventure.

As it stands right now, I have written about how the characters' world came into existance and several short stories within it that highlight the world and it's defining landmarks. Also, I have several stories about battles between the gods and man.

Is that too much? Especially for beginners?
 

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Hey there Brad and welcome to Enworld.

The short answer is, there is no "too much." There is what you, as the DM, and your players want and/or enjoy.

That said, you probably want to check out the following threads. They won't give you and concrete "this was is better/that was is better" because there simply isn't one. Just personal preferences for various types of play. But you may find something you like or can incorporate into your world building.

Though there seems to be a general consensus that "less is more", if your group is very new/inexperienced players, I would venture to say you should err on the side of "more is more." Sounds like you have a nice historical basis for your world...this is generally not necessary for most players, though it certainly helps for color and "flavor" of a campaign world.

http://www.enworld.org/forum/genera...t-kind-setting-fluff-do-you-want-see-rpg.html

http://www.enworld.org/forum/genera...rs-how-much-reading-okay-before-campaign.html

...and then there's all of my "fluff" for my campaign world. Granted, keep in mind that my world is decades in the making (and altering and continuing to make and define and alter and add and detail). So this is definitely not "give the players all of this at the beginning of the game" type stuff. :D

http://www.enworld.org/forum/plots-places/284160-orea-world-its-people.html

Just think it might give you some ideas for how to organize things (realms, gods, general cultural information) that you, as the DM, will want access to that the players either a) don't/can't/won't know, b) don't/can't/won't know right away or c) might not care if they ever know or not...but if they do, you're ready for them! haha.

But it sounds like you have a nice basis for the world's foundation...now, you have to figure out how does what you have so far translate into usable information by the players for the game? Does it at all? Or is it just a nice "general knowledge" kind of thing everyone can read but really has no baring on their characters in the world "present day"? How does what you've written translate into a playable adventure?

Have fun and happy DMing.
--Steel Dragons
 

I would say that there is a potential pitfall in writing too much. I have fallen into it myself a few times. The biggest problem lies in writing material that interferes with your ability to come up with what you need to come up with in order to actually run a campaign.

For example, i once came up with a campaign setting where I created very unique and interesting cultures and countries, as well as a rich mythology. I still have no idea how to actually run a campaign in that setting. I simply didn't put enough thought into adventures and potential stories when I was creating the setting.

I would recommend creating a campaign or story first, and then building a setting to suit the needs of the story and adventures. This is particularly important as a beginning DM, when you really don't know what you need in a setting yet.

I would focus on making sure you have a solid and interesting hook to get the PCs involved in the game before you start worrying about grand cosmological details or complex history.
 

For your first campaign, I would focus NOT on "world" building, but on building adventure locales. Build a village or town for the PCs to call home base. Build a surroundings map and add in a few interesting places to go adventuring. Make some cool NPCs for the player characters to meet and deal with (some friends, some foes, some neutral).

Be careful of one thing - don't write so much that you "plan" how your players will act! Give them the story - you only create the place where the story happens...
 

Note: This post is assuming that you don't play a pre-published setting, or at least have made some major changes to it and therefore your players will need some level of information.

I think Gilladian's advice is spot-on, here.

It is easy to fall into the pit of storytelling while designing a campaign. You WANT to show them all the great things you thought of, even if it is mere hints - but the effect it has on your players could be exactly the opposite: complete confusion, because they either don't want that much information (in case they are the type of player) to start with or because they cannot differentiate what is of immediate importance to the campaign and what is just 'background fluff' meant to illustrate the world at a whole.

My advice would be twofold:

I.

Regarding "general" setting information, go for the bare bones. They don't need to know about every god that calls the campaign world home, only a handful that are actually worshipped in the region their characters hail from/will start out the campaign. They don't need to know about different countries' diplomatic relations, or about the world's creation myth, or how the nature of the Planes is in this particular campaign setting. You should, of course, think about this, in case it comes up at a later point, but there is no point in providing players with this information from the get-go.

Two notable exceptions from this rule:

1) You start play at high levels, in which case things like planar travel become an issue FAST. Since you said that you are only just starting out, I don't assume this is the case.

2) and the far more relevant case: You need to include information that the players will need to understand to *get* the setting. This might include:
-- "There are no gods" (so no-one rolls up a cleric and then feels left in the dark because he can't cast spells).
-- "The players are the only heroes left, the rest of the world is overrun with monsters/zombies/enemies".
-- "The world is on the brink of destruction, and you only have x months left to escape it".
-- "The world consists of floating islands, each of which is only a few miles across, and crossing is impossible except by way of Gnomish flying machines." (So the players know they are not infinitely mobile and will need to keep on the gnomes' good side, otherwise they are stuck on their small island.)
et cetera.

II.

Far more important are the characters' immediate surroundings. If they start out in a small village, provide them with a map (however crude) of the village and its environs. Make a list of major landmarks in the vicinity (Mount Doom, the Wooden Forest, Lake Deepwater, the Ruins of Crumbleton ... you get the idea). Draw up a list of (at least) major NPCs that live in the village, and write down a bit of background information or some characteristic sayings for them, in case the PCs have spent some time in that village. Provide information on the political landscape only if relevant (e.g., if they start in a village that is under attack from a neighbouring country or they start out in a city where the king has just died and several sons are vying for succession).

In short, give the players something concrete to hold on to, something they can relate to. Plan out your campaign, and drop some hints about locations they will later visit / people they will later interact with.

An (IMHO) excellent example of how to do this is Iron Sky's Felskein Campaign (to be found in the Story Hour forum here at EnWorld). Just read the first few sessions, and you will see how to gradually drop hints and increase the scope of your campaign. This way, you can deal with new topics of interest as they arise.

(Of course, you should then be prepared with at least a few pieces of information if you start to drop names and the PCs then start asking around about said names and places :)).

I hope your campaign is off to an exciting start. Good gaming to you!
 
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Thanks guys!

I'm certainly going to keep all this in mind. I read another thread that said that if there is a lot of reading material, just condense all of it into a "10 things you need to know" page for the individuals that don't like to immerse themselves that deeply into a campaign.

So I guess for the most part, I'll include a little bit of both worlds :D
 

My Campaigns

Im the DM for my group as well and when i write a story it comes down to knowing where you wanna take your players in the end game. I always am thinking ahead to when those characters reach lvl 10 or lvl 20 and see where i would like to take them next. My writing sometimes can be very discriptive and the way ive countered myself from boring my players with useless details they dont care about is by only giving a base discription of the room and focusing on the things they will need to know about the room. For example say im writing the description of a room, it would probably go something like this...

"The room you have entered is a small circular entry way. The walls are covered in a lush red wallpaper with a gold pattern. In the center of the room hanging from the ceiling is a large chandler, filling the room with light. Under the chandler sits a few chairs and a coffee table."

Thats all the player really needs to know at a glance. After that if they want to know specific details about each thing in the room you can write that separate or make it up as you go. As for the world itself, i have done many games where ive written the backstory of the world these people are in and for the most part ive found it just goes to waste. So i changed my play style so that when something reguarding history comes up in conversation or an adventure, if its common knowledge ill work it into the conversations or if its something that a player would have to know through study i will write it separate and then hand the information to those that have the skills required. So case in point my party will enter a tower that used to be home to a powerful wizard. All the history of that place could be a mixture of both studied history and rumor. Rumors i would let the whole party know either by outright telling them in the descriptions or conversations and the things that need study would be handed to those players that have trained in the skill such as history, religion, or arcane.

This has worked out pretty well so far and it give you the oppurtunity to make your stories more in-depth by giving the players information like locations to ancient treasures or warnings about trapped areas. Then again you also have the chance to give misinformation to your players, not all facts are true. :)

Hope this helps.
-Delthen
 

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