Hello. I have not been playing dnd for a long time i started this spring i believe and have dm,d a very short camapign before but i have started coming up with ideas for a little longer campaign and just wonder how you should make your adventures. Should you more guide your player's onto the story or should it be more open world or something in between both of them. I just need help to start making the camapign. Thanks in advance.
There are countless resources for this type of question and I am hoping that others chime in to help you find some. Your style as a DM may vary from situation to situation and the way that other DMs conduct sessions/stories will vary as well. I highly recommend familiarizing yourself with the PHB (of whatever ruleset you run) and the DMs guide, but also consider books like "The Game Master’s Handbook of Proactive Roleplaying" by Fishel or even go on Youtube and look at the copious DM resource videos there.
Personally, I think as a DM your role is to facilitate the story and build it up and around the player characters goals and your groups enjoyment. I map out high level things I want to touch on or things that are complicating the world of the campaign setting and I build it out to fit where the players would like to go. Not all DMs do it this way, in fact some strong arm a specific adventure idea and structure and just... hope the group resonates with it. The key, from my perspective, is to make sure you don't lose sight of the fact it is a game that everyone (you, your players) are doing for fun. If you are struggling to homebrew a full world there are HEAPS of D&D adventure books that can give you a place to start (or even a full story)
TLDR: That's your call to make, run a game that you would like to play (as a player) and adapt it to your group. Everyone does this differently.
Talk to your players. Some groups want freedom, some want a heavy hand.
Also, what you are comfortable with matters as well. As a new GM, you may not feel up to reacting to the players decision. It's perfectly ok for the first campaign you run to be structured as "I will present you with a set-up, and you will play it, then we'll all move on to the next one". Just get your players to agree to stay in the box up-front, so everybody's expectations are aligned. And don't set up your adventures with scenarios that might cause some or all of the players to rebel. If it's all heroic rescues, and you suddenly pivot to "the thieves' guild hires you to kill this guy and take his stuff", you'll get pushback. If they've been doing ethically dubious jobs for the thieves' guild all along, you probably won't.
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Hello. I have not been playing dnd for a long time i started this spring i believe and have dm,d a very short camapign before but i have started coming up with ideas for a little longer campaign and just wonder how you should make your adventures. Should you more guide your player's onto the story or should it be more open world or something in between both of them. I just need help to start making the camapign. Thanks in advance.
There are countless resources for this type of question and I am hoping that others chime in to help you find some. Your style as a DM may vary from situation to situation and the way that other DMs conduct sessions/stories will vary as well. I highly recommend familiarizing yourself with the PHB (of whatever ruleset you run) and the DMs guide, but also consider books like "The Game Master’s Handbook of Proactive Roleplaying" by Fishel or even go on Youtube and look at the copious DM resource videos there.
Personally, I think as a DM your role is to facilitate the story and build it up and around the player characters goals and your groups enjoyment. I map out high level things I want to touch on or things that are complicating the world of the campaign setting and I build it out to fit where the players would like to go. Not all DMs do it this way, in fact some strong arm a specific adventure idea and structure and just... hope the group resonates with it. The key, from my perspective, is to make sure you don't lose sight of the fact it is a game that everyone (you, your players) are doing for fun. If you are struggling to homebrew a full world there are HEAPS of D&D adventure books that can give you a place to start (or even a full story)
TLDR: That's your call to make, run a game that you would like to play (as a player) and adapt it to your group. Everyone does this differently.
Talk to your players. Some groups want freedom, some want a heavy hand.
Also, what you are comfortable with matters as well. As a new GM, you may not feel up to reacting to the players decision. It's perfectly ok for the first campaign you run to be structured as "I will present you with a set-up, and you will play it, then we'll all move on to the next one". Just get your players to agree to stay in the box up-front, so everybody's expectations are aligned. And don't set up your adventures with scenarios that might cause some or all of the players to rebel. If it's all heroic rescues, and you suddenly pivot to "the thieves' guild hires you to kill this guy and take his stuff", you'll get pushback. If they've been doing ethically dubious jobs for the thieves' guild all along, you probably won't.