The main thing is to have a ton of content prepped to populate your map with, including landmarks and environmental hazards, that way players will be able to explore and discover locations and choose which challenges to pursue. Exploration is key.
I'm trying to run a campaign like Gary Gygax did back in the 70s, just at a smaller scale.
Firstly, I'd expand upon what you mean by this. Is there a particular aspect of that campaign that you like and want to emulate, or do you not really know anything about it but want to recreate the experience to see what it was like? Because this may change what you decide to focus on.
In general, to start all you need is a large map with lots of features on it and something like a quest board that gives a little context to what might be found at some of these features. You present it all to the players and they decide where they want to go. Ideally you'd have a big pool of players, and when 5 or so decide they want to go to X, then you run the adventure for X. Meanwhile, 4 other players have decided they want to do Y instead, so you run a separate session of Adventure Y with them.
Then you have the world evolve in response to the players' actions. Even those who never went on Adventure X might feel the repercussions of what happened there. Your job is to keep the world running and keep feeding the players options and they will handle the decisions of where to go and what to do.
What are the requirements? How does it work? I'm trying to run a campaign like Gary Gygax did back in the 70s, just at a smaller scale.
Soon to be DM.
Currently in a homebrew post-apocalyptic game.
The main thing is to have a ton of content prepped to populate your map with, including landmarks and environmental hazards, that way players will be able to explore and discover locations and choose which challenges to pursue. Exploration is key.
Firstly, I'd expand upon what you mean by this. Is there a particular aspect of that campaign that you like and want to emulate, or do you not really know anything about it but want to recreate the experience to see what it was like? Because this may change what you decide to focus on.
In general, to start all you need is a large map with lots of features on it and something like a quest board that gives a little context to what might be found at some of these features. You present it all to the players and they decide where they want to go. Ideally you'd have a big pool of players, and when 5 or so decide they want to go to X, then you run the adventure for X. Meanwhile, 4 other players have decided they want to do Y instead, so you run a separate session of Adventure Y with them.
Then you have the world evolve in response to the players' actions. Even those who never went on Adventure X might feel the repercussions of what happened there. Your job is to keep the world running and keep feeding the players options and they will handle the decisions of where to go and what to do.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm