Where can I share short homebrew adventures? I would like feedback and edits from DMs experienced with 5e along with feedback from users. The adventures I create would be free.
I would like to write short adventures (side quests) that can be inserted into any D&D campaign or story line. The target audience would be new DMs and new players. My goal would be to make it easy for a new DM to run a simple adventure for new players and make D&D more accessible.
I would like to write a bit more of the descriptive language than is usually required. I would add notes for the DM, such as describing how to conduct a passive wisdom check when one is required by the adventure. Both of these "hand holding" efforts would be done to bolster confidence and make the game more accessible to new players rather than limiting the users' creativity.
An example would be a Job Board Adventure, such as clearing out a Kobold infestation along the North Road for a gp reward. A simple two encounter adventure near a town.
I used to DM a long time ago. 5e has so much new content, I don't think I could DM it without significant study, on top of the study that I have already done. I miss the creative outlet of writing adventures, and I feel for all of the new players that are LFG on the forum. I don't want to share any protected content. I don't really understand some of the resources that are available here, such as how the Encounter Builder works.
I also don't want to discourage you ... I think it is great to want to create new adventures.
However, fundamentally, the amount of experience you have with previous systems doesn't apply to 5e. The DMing skills generally carry over but unless you have played 5e without any homebrew for a substantial time and run some content, either published or homebrew, it will be very challenging to create balanced and fun adventures that make sense.
The creative writing aspect of the adventures doesn't depend on the system, but the encounter design, traps, difficulty class of challenges, skills and abilities needed at each stage of the adventure, NPCs, opponents (how many and how challenging) ... among other aspects ... all need significant experience with 5e.
Then, even after completing the module, you need to get it independently playtested (you should playtest it your self with your group) but you need others to play test it as well and then you need to incorporate their comments and feedback (from both the players and the DM). Quite often something that the writer/original DM thinks looks great on paper and seems to play out fine when they run it ... only happens because they are running it in a specific way which may not be properly detailed in the written material.
Anyway, I wish you the best of luck but I would suggest playing 5e for an extended time (ideally without homebrew or house rules) and then start up DMing which will give you the experience you need to write the encounter sections of the modules.
Adventurers League might be a starting point if you can't find a local group. It is often run at game stores. Another option would be online play.
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Where can I share short homebrew adventures? I would like feedback and edits from DMs experienced with 5e along with feedback from users. The adventures I create would be free.
I would like to write short adventures (side quests) that can be inserted into any D&D campaign or story line. The target audience would be new DMs and new players. My goal would be to make it easy for a new DM to run a simple adventure for new players and make D&D more accessible.
I would like to write a bit more of the descriptive language than is usually required. I would add notes for the DM, such as describing how to conduct a passive wisdom check when one is required by the adventure. Both of these "hand holding" efforts would be done to bolster confidence and make the game more accessible to new players rather than limiting the users' creativity.
An example would be a Job Board Adventure, such as clearing out a Kobold infestation along the North Road for a gp reward. A simple two encounter adventure near a town.
I used to DM a long time ago. 5e has so much new content, I don't think I could DM it without significant study, on top of the study that I have already done. I miss the creative outlet of writing adventures, and I feel for all of the new players that are LFG on the forum. I don't want to share any protected content. I don't really understand some of the resources that are available here, such as how the Encounter Builder works.
I also don't want to discourage you ... I think it is great to want to create new adventures.
However, fundamentally, the amount of experience you have with previous systems doesn't apply to 5e. The DMing skills generally carry over but unless you have played 5e without any homebrew for a substantial time and run some content, either published or homebrew, it will be very challenging to create balanced and fun adventures that make sense.
The creative writing aspect of the adventures doesn't depend on the system, but the encounter design, traps, difficulty class of challenges, skills and abilities needed at each stage of the adventure, NPCs, opponents (how many and how challenging) ... among other aspects ... all need significant experience with 5e.
Then, even after completing the module, you need to get it independently playtested (you should playtest it your self with your group) but you need others to play test it as well and then you need to incorporate their comments and feedback (from both the players and the DM). Quite often something that the writer/original DM thinks looks great on paper and seems to play out fine when they run it ... only happens because they are running it in a specific way which may not be properly detailed in the written material.
Anyway, I wish you the best of luck but I would suggest playing 5e for an extended time (ideally without homebrew or house rules) and then start up DMing which will give you the experience you need to write the encounter sections of the modules.
Adventurers League might be a starting point if you can't find a local group. It is often run at game stores. Another option would be online play.