In my seafaring campaign i want to create a place calls sea's end, basically the underdark or a nether realm type thing.
The main villain would be the Head honcho of said netherrealm.
ocassionally stuff like flaming skulls, wraiths, ghouls ,zombies, and tons more of abombinations and demonic sentient beings would leak out of seas end and attack my party.
Do you think this would work as a main storyline for said campaign?
I don't see how it would not work. It sounds like you have some ideas just go with them and keep on brainstorming you'll have your environment banged out in no time.
I would doubt it, we are all extremely new, i'm a new Dm myself.
In that case. Start small with your world building. Focus on one region you will have your characters at in your game. No need to over extend yourself with content that may not be played yet or will get a 10 second explanation in game. Since you are new make it easy on yourself and tell your story.
It might take a few adventures/campaigns to figure out where you feel comfortable in saying: "that should be far enough, for now." A starter adventure or campaign, especially at lower levels, might focus mostly on a town or a portion of a city. As the heroes become more experienced and better known, they might be called upon to work with larger city-wide/regional threats or challenges. Start locally, and over time in game, allow the party to influence more broad reaching activities in the world-at-large.
Mike "SlyFourish" Shea has a decent artice about prepping for games that, when scaled appropriately, could also apply to world building. Thinking Two Horizons Out.
In the end, if you would rather just play the game, to get a feel for how things fit together or to brush up on your DMing style, there are plenty of pre-written adventures and campaign settings to use or "borrow" from that might allow you to focus on getting more comfortable with the game system.
Either way, good luck!
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You could start off by keeping it local. Somehow having maybe a length of coastline, 2-3 town/villages along it, being harried off and on by these denizens being vomited out. You can work the details and what no of the reason behind it, develop this "Sea's End" as it were, slowly, maybe changing some parts as the campaign gets going. The party can be kept busy running from spot to spot battling the attacks, while you find a comfort level and leak something that turns their eyes to the sea. The adventure is what you make it and rolls out MOSTLY how you present it (your players will, at some point, turn a random, no-name NPC into a "thing" for some reason!) so if you like the whole idea, and to me, it sounds pretty interesting, then work with it, coming at the story from different angles, to find bite-sized bits you can focus on while the bigger tale is fine tuned.
Just my 2cp
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
if this helps... I am just over a year of DMing and I am now working on my very own sphere for DnD. The way I went about it was to make up gods first for the playable races, then I created regions and culture around said god. My point is, once you start fleshing 1 fundamental part of culture, then the region will sorta start evolving on its own, at least for me!
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Hi.
In my seafaring campaign i want to create a place calls sea's end, basically the underdark or a nether realm type thing.
The main villain would be the Head honcho of said netherrealm.
ocassionally stuff like flaming skulls, wraiths, ghouls ,zombies, and tons more of abombinations and demonic sentient beings would leak out of seas end and attack my party.
Do you think this would work as a main storyline for said campaign?
I don't see how it would not work. It sounds like you have some ideas just go with them and keep on brainstorming you'll have your environment banged out in no time.
Sure seems fine.
Just be prepared for your players calling the place "seasoned". It's extra spicy!
I would doubt it, we are all extremely new, i'm a new Dm myself.
In that case. Start small with your world building. Focus on one region you will have your characters at in your game. No need to over extend yourself with content that may not be played yet or will get a 10 second explanation in game. Since you are new make it easy on yourself and tell your story.
^-------- Good advice here.
It might take a few adventures/campaigns to figure out where you feel comfortable in saying: "that should be far enough, for now." A starter adventure or campaign, especially at lower levels, might focus mostly on a town or a portion of a city. As the heroes become more experienced and better known, they might be called upon to work with larger city-wide/regional threats or challenges. Start locally, and over time in game, allow the party to influence more broad reaching activities in the world-at-large.
Mike "SlyFourish" Shea has a decent artice about prepping for games that, when scaled appropriately, could also apply to world building. Thinking Two Horizons Out.
In the end, if you would rather just play the game, to get a feel for how things fit together or to brush up on your DMing style, there are plenty of pre-written adventures and campaign settings to use or "borrow" from that might allow you to focus on getting more comfortable with the game system.
Either way, good luck!
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You could start off by keeping it local. Somehow having maybe a length of coastline, 2-3 town/villages along it, being harried off and on by these denizens being vomited out. You can work the details and what no of the reason behind it, develop this "Sea's End" as it were, slowly, maybe changing some parts as the campaign gets going. The party can be kept busy running from spot to spot battling the attacks, while you find a comfort level and leak something that turns their eyes to the sea. The adventure is what you make it and rolls out MOSTLY how you present it (your players will, at some point, turn a random, no-name NPC into a "thing" for some reason!) so if you like the whole idea, and to me, it sounds pretty interesting, then work with it, coming at the story from different angles, to find bite-sized bits you can focus on while the bigger tale is fine tuned.
Just my 2cp
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Not much heroes as much i would call pirates, but thank you all for the information, this will come in handy!
if this helps... I am just over a year of DMing and I am now working on my very own sphere for DnD. The way I went about it was to make up gods first for the playable races, then I created regions and culture around said god. My point is, once you start fleshing 1 fundamental part of culture, then the region will sorta start evolving on its own, at least for me!