I have been wanting to become a good and clean GM/DM for premade (e.g. 5e) and homebrew adventures for quite some time. I would like to have my homebrew adventures to have a bit of everything that an adventure/campaign has to offer. I have tried to GM once or twice before, but was not very successful at it. Can I get some ideas on what I can do to have a successful campaign?
Having a bit of everything is probably not the way to go. Instead, figure out what your players want to do. Have a session -1 one, if you will. Ask them what they want to get out the game, and insert some suggestions of your own. Take what they give, and write up a starting point. Let them make their characters, and brew in some of the plot hooks they give you. That way, they see some of he things they've come up with in your game, and it will help them be more invested in the story. Trying to set up an entire plot in advance will feel hollow. Let the story emerge organically, through their actions, and not by how you think things should go. There is no trick to successful DMing, only listening to what others want and trying to make it happen. It's a collaborative game, not a one-man show.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
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Hello,
I have been wanting to become a good and clean GM/DM for premade (e.g. 5e) and homebrew adventures for quite some time. I would like to have my homebrew adventures to have a bit of everything that an adventure/campaign has to offer. I have tried to GM once or twice before, but was not very successful at it. Can I get some ideas on what I can do to have a successful campaign?
Thanks in advance
Look up "Running the Game" on YouTube. It's a series of videos by Matt Coville as he talks about just that.
Having a bit of everything is probably not the way to go. Instead, figure out what your players want to do. Have a session -1 one, if you will. Ask them what they want to get out the game, and insert some suggestions of your own. Take what they give, and write up a starting point. Let them make their characters, and brew in some of the plot hooks they give you. That way, they see some of he things they've come up with in your game, and it will help them be more invested in the story. Trying to set up an entire plot in advance will feel hollow. Let the story emerge organically, through their actions, and not by how you think things should go. There is no trick to successful DMing, only listening to what others want and trying to make it happen. It's a collaborative game, not a one-man show.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"