GlassJaw
Hero
Let me preface this post by saying that I have a tendency to bite off more than I can chew when it comes to DM'ing. I'm a good DM and have gotten compliments but I usually spend a lot of time on things that never find their way into the actual game.
That said, I'm in the planning/brainstorming stage of designing a new campaign and homebrew world. One of my groups is in a transitional period (one of the DM's is moving away) and we might be starting from scratch in the not so distant future. I'm currently running a pretty standard FR campaign along with another D&D campaign run by the guy moving. We are thinking of wiping the slate clean and starting 2 new campaigns, with me running one. However, I'm burned out on "normal" D&D so I proposed to the group that we try a low-magic campaign.
By doing this, I fully understood that I was creating a fair amount of work for myself. I've never done a completely homebrew campaign. I've got a good foundation just from doing some brainstorming and I can already see it taking off. Which finally brings me to my actual question:
When designing and running a homebrew campaign for the first time, where do you draw the line in the creation process?
What are the most important things early on in the campaign?
How do you deal with the "how many?" question? How many races, cities, countries, etc?
I know these are kind of open-ended questions and I'm not looking for the ABC's of campaign design, I would like specific advice on what to focus on and what not to focus on with respect to design and creation time.
That said, I'm in the planning/brainstorming stage of designing a new campaign and homebrew world. One of my groups is in a transitional period (one of the DM's is moving away) and we might be starting from scratch in the not so distant future. I'm currently running a pretty standard FR campaign along with another D&D campaign run by the guy moving. We are thinking of wiping the slate clean and starting 2 new campaigns, with me running one. However, I'm burned out on "normal" D&D so I proposed to the group that we try a low-magic campaign.
By doing this, I fully understood that I was creating a fair amount of work for myself. I've never done a completely homebrew campaign. I've got a good foundation just from doing some brainstorming and I can already see it taking off. Which finally brings me to my actual question:
When designing and running a homebrew campaign for the first time, where do you draw the line in the creation process?
What are the most important things early on in the campaign?
How do you deal with the "how many?" question? How many races, cities, countries, etc?
I know these are kind of open-ended questions and I'm not looking for the ABC's of campaign design, I would like specific advice on what to focus on and what not to focus on with respect to design and creation time.