As a first time DM, my party is about to finish Lost Mines of Phandelver, and I want to actually make my own campaign for the next journey. My friend is gifting me the monster manual and dungeon masters books, so I will go through them, but are there any other resources that can help me put everything together? Is there a template or format for DM's to help create adventures?
I just finished watching Teenage Mutant Ninja Turtles 3: the one when they time travel to feudal Japan. and I want to DnD that journey. (it was mentioned in the past that they love TMNT, so I figured it would be fun to bring the nostalgia back.)
And think it would be awesome to have the players be the following: Leo: fighter, battlemaster Ralph: barbarian, berserker Mikey: bard, college of swords Donny: artificier, any specialty
April went to a flee market and brings the Turtles a magic scepter
April teleports to the past, Kenshin takes her place
Donny realizes it was equal mass time travel, Master Splinter tells them they must rescue April
She is locked in the jail of the Warlord, they escape through the sewers
Chapter 2: Town Under Attack, House Under Fire
April and the party escape the Warlord's dungeon
They get ambushed by the Rebels
The Rebels decide not to fight the heros, Rebel Leader Mitsu had a dream about green tortoises and instead brings them to the Rebel Senior
The Rebels bring them to their village, which is under attack by the Foreigners
After defeating the Foreigners, a house is on fire
Yoshi, son of the Rebel Leader Mitsu, is stuck inside. If rescued the villagers are not afraid of the Tortles
Chapter 3: Village Tasks & Spy Returns
The heros are welcomed by the Rebels and are asked by the village for certain tasks
Tasks: to be determined
After completing the tasks, The Rebel Spy warns everyone that the Warlord has made an agreement with the Foreigners for guns and plans to attack in the morning
Yoshi leads them to the magic scepter because he does not want his new Tortle friends to die
Rebel Senior has been hiding the scepter from the Hero's, hoping that if they did not leave, they would defeat the Warlord for him
Rebel Leader Mitsu is angered by the Rebel Senior and runs away. She gets captured by the Foreigner Spy, and the Scepter has been brought to the Foreigner
Chapter 4: Mitsu Rescue & Free Rebels
The party go to rescue Mitsu
The party need to find the sceptor
They encounter the Warlord
Party and Mitsu fight the Warlords troops in the castle
As they escape, they open the dungeons releasing the captured rebels
The Rebels and the Warlords square off in the courtyard
As the heros are about to defeat the warlord, the Foreigner Leader reveals he has captured April
Mitsu reveals she loves Kenshin, and if they can get married and join clans there is no more need for war. The turtles can swap places with kenshin with the sceptor.
The Warlord agrees there is no need for war, and cancels the gun agreement
Chapter 5: Big Bad Monster & Return Home
The Foreigner Leader is angered that his plans to profit from the war have been ruined by the heros, and transforms into an Oni (or any big bad monster that can hide as a human) to retaliate
He throws the Warlord off the wall as a diversion, takes the Scepter and April O'neil to his cave to learn how to transport to the future
The heros must rescue April, get the scepter, and defeat the Oni, in order to travel back home
What you've done in those chapters is to write a story and a proscribed path through the obstacles. D&D doesn't work that way. No TTRPGs work that way really. What happens if they never thing it was time travel? Your job isn't writing the story, but rather it's building the world. So you can't make the assumption the players will do exactly what you expect. They really won't. So, while it's cool to have a path in mind the best advice would be to think about what will happen when the characters stray from the path. Think of them as raptors testing the fences for weak points.
More than that, there is a TMNT RPG already an insanely popular one too. One might even stretch to saying that in it's day it was bigger than D&D....at least it seemed like that to me in the 90's. If you want to do something TMNT themed, use the system that was built for it. It works pretty well in fact despite it being from 1985. Teenage Mutant Ninja Turtles & Other Strangeness - Wikipedia
Even if you ignore the RPGs actually written for TMNT, I'd still recommend getting your hands on the PDF and working it through. See what good info is there that you can bring over to D&D. Too many DMs refuse to consider using RPGs that are functionally better for what they are trying to achieve because they don't like leaving the safety blanket of D&D. Fact is though, any DM who has ever followed my advice and explored other RPGs has reported being a better DM/GM for it. You are far better able to see what works and what doesn't work in different systems and what each system is better for.
Wow! Thanks for the awesome TMNT material and info, never knew about it. I will definitely look into it.
D&D is my first RPG, but I'm definitely open to looking at other systems, and if there's one already built for the TMNT universe, sounds like it work out, thank you.
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Yes, I understand the chapters I wrote in my original post is very railroadey. Because I've only DM'ed Lost Mines of Phandelver, the chapters mimics the same structure, example:
LMoP, chapter 1: Goblin Arrows (go to cragmaw hideout and save Sildar Hallwinter TMNT3, chapter 1: (time travel, to to the dungeon and save April O'neil)
LMoP, chapter 2: Phandalin (encounter the Redbrands, and get rid of them from the town) TMNT3, chapter 2: (encounter the Foreigners, remove them from town, save the boy in the fire)
LMoP, chapter 3: The Spider's Web (sandbox of activities, leading up to Cragmaw Castle and rescuing Gundren Rockseeker) TMNT3, chapter 3 & 4: (help the repair the village from the attack, leading up to saving the captured Rebel Leader)
LMoP, chapter 4: Wave Echo Cave (stop the Nezznar, rescue Nundro) TMNT, chapter 5: (Defeat the big bad boss Oni, return home)
-----------------
I understand what you are saying above and that DnD isn't supposed to be so closed boxed, but LMoP is usually well received by most players, and thats why it is suggested as a first campaign. Yet the campaign itself is pretty railroady, which can't be super bad right?
So what would you advise most DMs do after finishing LMoP? Thank you for all your advice, I appreciate the help!
Granted, it's been many years since I ran an official adventure. It is the massive glaring weakspot in the D&D official materials. That said, having just re-read LMoP, I can see how you've modelled your outline, but would hugely suggest that you consider the variances still. You've got your ideal path, now the essential thing is what happens when a player deviates.
For this stuff I'd highly recommend checking out the series of four videos that Johnny Chiodini and Luke Westaway did over on Dicebreaker. The series shows session planning in such a different light and is really useful to those who DM. One of the greatest tips Johnny Chiodini has spoken about is thinking about different ways in which you can reveal information to your players. So, I think that video series (four videos - two are about helping someone plan a session, one is the session, and the fourth is reviewing the session).
As to how railroad-y LMoP is, well it doesn't have to be. This is what has bugged me for a long time about WotC. They just don't do a good job of highlighting to potential DMs the variability in play. That can easily spill over to the players learning in these session that the real character choices are in combat. That isn't true at all. LMoP is very poorly written in terms of the support it offers to the new GM, and in fact I tend to prefer Dragon of Icespire Peak from essentials kit for new DMs. Instead of taking a linear story style it starts by introducing locations and then detailing what's in each location. To my mind this is far closer to the experience of creating campaigns or sessions as a DM. DoIP really gave me that sense when I ran it that the players had a real choice in what they did and where they chose to go. So I would definitely recommend DoIP to grow a bit as a DM.
It's worth saying here though that I have a viewpoint which some other DMs will disagree with. Every D&D, every game table is different. Different DMs have different styles and each game group has a different dynamic. That is what is amazing about our hobby. I do tend to avoid WotC published adventures and texts beyond core sources. I like the flexibility of creating a world that my game groups can shape through the stories they tell. I am a collaborative storyteller and my background as an actor, director and teacher all speak to the kind of social constructivist approach to experiences like D&D. Why am I saying this? Well, mainly to suggest that it might be worth thinking about what you want to get out of the experience. Do you enjoy running a gauntlet of monsters and seeing how the players carve their way through 'em? You might be best suited to doing hack and slash style settings. Do you enjoy writing up the history of a settlement complete with knowing what's behind every door? You might be well suited to an political intrigue or exploration style game. This kind of thinking will lead you to what kind of DM you are. What you bring to the group and what the group can expect of you. Though it'll take months or years to develop a strong understanding of that.
Have you asked your players if they would even be interested in such a campaign? I mean, the Turtles are awesome but what if the players want to keep on playing their characters from LMoP?
Also, as a quick side note, if you want help on how to build the characters, check out this youtube channel. :)
Haha yes I’ve asked the group if they would be interested, and they’re totally into it. I think they even voted on which turtle they would play already lol.
The party is made up of an army veteran, navy veteran, an mma fighter, and a lawyer. They’re definitely a hack and slash crew, so the super hero themed adventures fits the bill. Any adventure source books you’d recommend?
Thanks for the character build videos, watching them now :)
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As a first time DM, my party is about to finish Lost Mines of Phandelver, and I want to actually make my own campaign for the next journey. My friend is gifting me the monster manual and dungeon masters books, so I will go through them, but are there any other resources that can help me put everything together? Is there a template or format for DM's to help create adventures?
I just finished watching Teenage Mutant Ninja Turtles 3: the one when they time travel to feudal Japan. and I want to DnD that journey. (it was mentioned in the past that they love TMNT, so I figured it would be fun to bring the nostalgia back.)
I saw this tortle article: https://nerdsonearth.com/2017/09/ninja-tortles/
And think it would be awesome to have the players be the following:
Leo: fighter, battlemaster
Ralph: barbarian, berserker
Mikey: bard, college of swords
Donny: artificier, any specialty
This is the outline I have for the adventure, with some tweaks to the movie here and there, but for the most part follows the movie: https://www.youtube.com/watch?v=eHMDMqazQOQ&t=1s
What do you think?
What you've done in those chapters is to write a story and a proscribed path through the obstacles. D&D doesn't work that way. No TTRPGs work that way really. What happens if they never thing it was time travel? Your job isn't writing the story, but rather it's building the world. So you can't make the assumption the players will do exactly what you expect. They really won't. So, while it's cool to have a path in mind the best advice would be to think about what will happen when the characters stray from the path. Think of them as raptors testing the fences for weak points.
More than that, there is a TMNT RPG already an insanely popular one too. One might even stretch to saying that in it's day it was bigger than D&D....at least it seemed like that to me in the 90's. If you want to do something TMNT themed, use the system that was built for it. It works pretty well in fact despite it being from 1985. Teenage Mutant Ninja Turtles & Other Strangeness - Wikipedia
I'd recommend checking out this article which takes a quick look at Transdimensional TMNT: This Teenage Mutant Ninja Turtles RPG Has Everything You’d Ever Want | Tor.com.
Even if you ignore the RPGs actually written for TMNT, I'd still recommend getting your hands on the PDF and working it through. See what good info is there that you can bring over to D&D. Too many DMs refuse to consider using RPGs that are functionally better for what they are trying to achieve because they don't like leaving the safety blanket of D&D. Fact is though, any DM who has ever followed my advice and explored other RPGs has reported being a better DM/GM for it. You are far better able to see what works and what doesn't work in different systems and what each system is better for.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Wow! Thanks for the awesome TMNT material and info, never knew about it. I will definitely look into it.
D&D is my first RPG, but I'm definitely open to looking at other systems, and if there's one already built for the TMNT universe, sounds like it work out, thank you.
----------------
Yes, I understand the chapters I wrote in my original post is very railroadey. Because I've only DM'ed Lost Mines of Phandelver, the chapters mimics the same structure, example:
LMoP, chapter 1: Goblin Arrows (go to cragmaw hideout and save Sildar Hallwinter
TMNT3, chapter 1: (time travel, to to the dungeon and save April O'neil)
LMoP, chapter 2: Phandalin (encounter the Redbrands, and get rid of them from the town)
TMNT3, chapter 2: (encounter the Foreigners, remove them from town, save the boy in the fire)
LMoP, chapter 3: The Spider's Web (sandbox of activities, leading up to Cragmaw Castle and rescuing Gundren Rockseeker)
TMNT3, chapter 3 & 4: (help the repair the village from the attack, leading up to saving the captured Rebel Leader)
LMoP, chapter 4: Wave Echo Cave (stop the Nezznar, rescue Nundro)
TMNT, chapter 5: (Defeat the big bad boss Oni, return home)
-----------------
I understand what you are saying above and that DnD isn't supposed to be so closed boxed, but LMoP is usually well received by most players, and thats why it is suggested as a first campaign. Yet the campaign itself is pretty railroady, which can't be super bad right?
So what would you advise most DMs do after finishing LMoP? Thank you for all your advice, I appreciate the help!
Granted, it's been many years since I ran an official adventure. It is the massive glaring weakspot in the D&D official materials. That said, having just re-read LMoP, I can see how you've modelled your outline, but would hugely suggest that you consider the variances still. You've got your ideal path, now the essential thing is what happens when a player deviates.
For this stuff I'd highly recommend checking out the series of four videos that Johnny Chiodini and Luke Westaway did over on Dicebreaker. The series shows session planning in such a different light and is really useful to those who DM. One of the greatest tips Johnny Chiodini has spoken about is thinking about different ways in which you can reveal information to your players. So, I think that video series (four videos - two are about helping someone plan a session, one is the session, and the fourth is reviewing the session).
As to how railroad-y LMoP is, well it doesn't have to be. This is what has bugged me for a long time about WotC. They just don't do a good job of highlighting to potential DMs the variability in play. That can easily spill over to the players learning in these session that the real character choices are in combat. That isn't true at all. LMoP is very poorly written in terms of the support it offers to the new GM, and in fact I tend to prefer Dragon of Icespire Peak from essentials kit for new DMs. Instead of taking a linear story style it starts by introducing locations and then detailing what's in each location. To my mind this is far closer to the experience of creating campaigns or sessions as a DM. DoIP really gave me that sense when I ran it that the players had a real choice in what they did and where they chose to go. So I would definitely recommend DoIP to grow a bit as a DM.
It's worth saying here though that I have a viewpoint which some other DMs will disagree with. Every D&D, every game table is different. Different DMs have different styles and each game group has a different dynamic. That is what is amazing about our hobby. I do tend to avoid WotC published adventures and texts beyond core sources. I like the flexibility of creating a world that my game groups can shape through the stories they tell. I am a collaborative storyteller and my background as an actor, director and teacher all speak to the kind of social constructivist approach to experiences like D&D. Why am I saying this? Well, mainly to suggest that it might be worth thinking about what you want to get out of the experience. Do you enjoy running a gauntlet of monsters and seeing how the players carve their way through 'em? You might be best suited to doing hack and slash style settings. Do you enjoy writing up the history of a settlement complete with knowing what's behind every door? You might be well suited to an political intrigue or exploration style game. This kind of thinking will lead you to what kind of DM you are. What you bring to the group and what the group can expect of you. Though it'll take months or years to develop a strong understanding of that.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Have you asked your players if they would even be interested in such a campaign? I mean, the Turtles are awesome but what if the players want to keep on playing their characters from LMoP?
Also, as a quick side note, if you want help on how to build the characters, check out this youtube channel. :)
https://www.youtube.com/watch?v=Mr2_KuyFTmc
Haha yes I’ve asked the group if they would be interested, and they’re totally into it. I think they even voted on which turtle they would play already lol.
The party is made up of an army veteran, navy veteran, an mma fighter, and a lawyer. They’re definitely a hack and slash crew, so the super hero themed adventures fits the bill. Any adventure source books you’d recommend?
Thanks for the character build videos, watching them now :)