I recently put together a campaign and now we are a few weeks in. I'm using TYP adventures as the jump off points. The 3 party members are having fun, so they say. I just feel like its cut and dry and doesn't have much depth. Being a first time dm, is there anything I can do to make that better?
If it seems lack luster, and not to sound too harsh, that is a you problem; as it is your homebrew. If you have planned the ending (which I do, I plan how I want the campaign to end first, then fill in how the PCs would get to that stage), you should be able to use adjust source material to suit your needs. If it is going too fast, send them on a side mission to a dungeon or to defend some farmers. You should have key locations and such planned, if you wanted them to go to multiple destination; think of how you can incorporate them into the story in an interesting way rather than it just being 'another stop'. Have Gnolls attack the location as the PCs arrive, give them a reason to be there. Also do not be afraid to use like a D100 random encounter table as the party travels, just to spice things up. Have random encounters planned and throw them in when the story dies down a bit. Maybe make a little side plot that lasts a week or two? Its often the little things that make stories and campaigns less lackluster.
Yeah this is my first time being the DM and it seems I missed or forgot about some things to make it more adventurous. I'll try to put a side plot together. And I know it's a me problem.
If it's your first time, no biggie. The players most likely know that the campaign isn't supposed to be perfect. I would say don't add to many of those random encounters. Sometimes, random fights and combat drag the story down and make the whole plot lose meaning. Try to work the encounters into the story, not just something pops up and the players move on. Make it so they HAVE to pay attention to these encounters.
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I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
Hey look I don’t entirely agree with the “it’s a me problem” so let us help give us a bit more detail about the characters, goals and plot points and what you are finding stagnant and we can make some suggestions to help
I agree with the monkey... Let's have a little more detail. What is lackluster about it? What makes you think it is lackluster and do your players seem to agree or are they having fun? If they are having fun that should be all that matters.
Do you feel like it is too linear? (You mentioned side plots, so that makes me think you feel like maybe your adventures are "on rails.") Or is there some other reason it is "lackluster?"
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Yes. It does feel like it's on rails and very linear. I want them to explore the world a little more, but I also dont know how to appropriately prep for that since the have an entire continent to discover.
What about having them find a grail diary. Maybe one of the dead bodies in a dungeon or a goblin camp was that of a lifelong adventurer that had plotted expeditions for treasure all over your world and now you have a little book of plot devices.
maybe the dead body had a love letter to be delivered.
maybe they get into a game of cards at a local tavern and lose big without knowing who they are losing to and have to pay off the debt to a mobster with a quest
maybe they find a mysterious magical object that is a portal to a never ending floor after floor of dungeons
they find a broken weapon buzzing with power and the local blacksmith says they can’t fix it but there’s an enchanter off the story path who might.
they find a magic shop with the absolute bestest legendary item that would complete there character, but it’s thousands more than they have, but there’s a job board in town.....
A trick I use in my games, when I want to use filler in-between story beats is to explore player's backstories. You could have someone from a player's background (or make someone up if they don't have anyone decided) and have them come to the players with a problem that needs solving. It will create both additional side content for your campaing, give depth to the characters.
The trick is to try and sprinkel that sort of content here and there and most importantly make sure ALL characters get that sort of attention at one point or another. The players will feel like their characters belong to the setting you made up and give them purpose in your world.
There are many tricks to this that you can pick up as you go along, but the most important part is that all around the table are having fun, you included. Your group will find that sweet spot I am sure of it. I would also suggest looking at some youtubers out there (won't cite specific ones, you'll find one you like their style) that share their tips/tricks and I'd recommand looking at some content to inspire yourself.
If you would like some suggestions for extra content, feel free to post me more of your homebrew details and I'd be happy to share my thoughts.
Yes. It does feel like it's on rails and very linear. I want them to explore the world a little more, but I also dont know how to appropriately prep for that since the have an entire continent to discover.
The best advice I ever got about world building is not to over-prepare. Rather than say "oh, I can't have them go over there, I don't have that half of the world built yet," let them go where they want, and let the world develop in a less linear fashion. Remember: If it's a kingdom of glass floating above a giant lake of blood, or the halls of an ancient dwarven keep that has been emptied and turned into an underground bazaar, at the ground level, all cities are the same. Peasants bustle, wagons creak, urchins beg, and every miraculous place is boring to the people who live there. You don't need seven hundred years of history to build a kingdom. "This kingdom is ruled by Queen Adelaide, who is well-loved as a benevolent ruler, and recently survived a great plague" will give your players everything they need up front. If they say "Does Queen Adelaide have any enemies?" You can say "Gosh, you'd have to ask around to find that out." If they do, it gives you time to decide that there are whispers that Queen Adelaide's brother, Prince David, was in line for the crown until their father changed the royal lines of succession just before his death. Now, the players asking about Queen Adelaide's enemies have attracted the attention of some royal guards, and it might be time to beat a hasty retreat, lest the end up in the castle dungeons. And now you're off.
If you get too bogged down in your world, you won't have a chance to enjoy it. Have some cool features in mind, and then let the rest of it grow organically. Here's a fun suggestion, when I'm feeling completely stumped: Ask your players where they'd like to go. If one of them says, "Is there a university of mages where I could practice my craft?" You say, "Why yes there is! In fact, there's an entire city that I totally prepared ahead of time that's exactly that! Would you like to go? It's [closes eyes and points] here on the map!"
I recently put together a campaign and now we are a few weeks in. I'm using TYP adventures as the jump off points. The 3 party members are having fun, so they say. I just feel like its cut and dry and doesn't have much depth. Being a first time dm, is there anything I can do to make that better?
What feels lacklustre?
If it seems lack luster, and not to sound too harsh, that is a you problem; as it is your homebrew. If you have planned the ending (which I do, I plan how I want the campaign to end first, then fill in how the PCs would get to that stage), you should be able to use adjust source material to suit your needs. If it is going too fast, send them on a side mission to a dungeon or to defend some farmers. You should have key locations and such planned, if you wanted them to go to multiple destination; think of how you can incorporate them into the story in an interesting way rather than it just being 'another stop'. Have Gnolls attack the location as the PCs arrive, give them a reason to be there. Also do not be afraid to use like a D100 random encounter table as the party travels, just to spice things up. Have random encounters planned and throw them in when the story dies down a bit. Maybe make a little side plot that lasts a week or two? Its often the little things that make stories and campaigns less lackluster.
Yeah this is my first time being the DM and it seems I missed or forgot about some things to make it more adventurous. I'll try to put a side plot together. And I know it's a me problem.
Thank you for your input
If it's your first time, no biggie. The players most likely know that the campaign isn't supposed to be perfect. I would say don't add to many of those random encounters. Sometimes, random fights and combat drag the story down and make the whole plot lose meaning. Try to work the encounters into the story, not just something pops up and the players move on. Make it so they HAVE to pay attention to these encounters.
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
Hey look I don’t entirely agree with the “it’s a me problem” so let us help give us a bit more detail about the characters, goals and plot points and what you are finding stagnant and we can make some suggestions to help
I agree with the monkey... Let's have a little more detail. What is lackluster about it? What makes you think it is lackluster and do your players seem to agree or are they having fun? If they are having fun that should be all that matters.
Do you feel like it is too linear? (You mentioned side plots, so that makes me think you feel like maybe your adventures are "on rails.") Or is there some other reason it is "lackluster?"
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
The Eberron book has a section on building adventures. A lot of the tables are specific to Eberron factions, but you can just replace them with similarly themed ones for your game.
https://www.dndbeyond.com/sources/erftlw/building-eberron-adventures
The Saltmarsh book has some good tables for single session things to do, specifically the Hoolwatch Tower, and region activities in the Saltmarch Region section.
https://www.dndbeyond.com/sources/gos/saltmarsh#LocationsinSaltmarsh
The Savage Frontier part of Storm King's Thunder is one giant list of place descriptions and some activities for stuff to do.
https://www.dndbeyond.com/sources/skt/the-savage-frontier
The new Wildemount book has 4 ready to go adventures for low level characters.
https://www.dndbeyond.com/sources/egtw/adventures-in-wildemount
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Thanks to everyone and their response. I have updated the question.
Yes. It does feel like it's on rails and very linear. I want them to explore the world a little more, but I also dont know how to appropriately prep for that since the have an entire continent to discover.
At the end of a session you could ask "Where do you guys want to go next?" and then prep that.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Exploration/Discovery is the hardest for me, 🙄
To link event and exploration (that make sense) can be hard
But you should try to just carry-on and with time try to input location to explore
Quest that will make the player move and see the world
But pacing is a learning thing that you get with DMing
You will make mistake will prep for nothing, but you will learn what the player like in travels
And what they do not
My guess is you need time 🧐
Peace be with you friend.
What about having them find a grail diary. Maybe one of the dead bodies in a dungeon or a goblin camp was that of a lifelong adventurer that had plotted expeditions for treasure all over your world and now you have a little book of plot devices.
maybe the dead body had a love letter to be delivered.
maybe they get into a game of cards at a local tavern and lose big without knowing who they are losing to and have to pay off the debt to a mobster with a quest
maybe they find a mysterious magical object that is a portal to a never ending floor after floor of dungeons
they find a broken weapon buzzing with power and the local blacksmith says they can’t fix it but there’s an enchanter off the story path who might.
they find a magic shop with the absolute bestest legendary item that would complete there character, but it’s thousands more than they have, but there’s a job board in town.....
A trick I use in my games, when I want to use filler in-between story beats is to explore player's backstories. You could have someone from a player's background (or make someone up if they don't have anyone decided) and have them come to the players with a problem that needs solving. It will create both additional side content for your campaing, give depth to the characters.
The trick is to try and sprinkel that sort of content here and there and most importantly make sure ALL characters get that sort of attention at one point or another. The players will feel like their characters belong to the setting you made up and give them purpose in your world.
There are many tricks to this that you can pick up as you go along, but the most important part is that all around the table are having fun, you included. Your group will find that sweet spot I am sure of it. I would also suggest looking at some youtubers out there (won't cite specific ones, you'll find one you like their style) that share their tips/tricks and I'd recommand looking at some content to inspire yourself.
If you would like some suggestions for extra content, feel free to post me more of your homebrew details and I'd be happy to share my thoughts.
Hope you have fun out there!
The best advice I ever got about world building is not to over-prepare. Rather than say "oh, I can't have them go over there, I don't have that half of the world built yet," let them go where they want, and let the world develop in a less linear fashion. Remember: If it's a kingdom of glass floating above a giant lake of blood, or the halls of an ancient dwarven keep that has been emptied and turned into an underground bazaar, at the ground level, all cities are the same. Peasants bustle, wagons creak, urchins beg, and every miraculous place is boring to the people who live there. You don't need seven hundred years of history to build a kingdom. "This kingdom is ruled by Queen Adelaide, who is well-loved as a benevolent ruler, and recently survived a great plague" will give your players everything they need up front. If they say "Does Queen Adelaide have any enemies?" You can say "Gosh, you'd have to ask around to find that out." If they do, it gives you time to decide that there are whispers that Queen Adelaide's brother, Prince David, was in line for the crown until their father changed the royal lines of succession just before his death. Now, the players asking about Queen Adelaide's enemies have attracted the attention of some royal guards, and it might be time to beat a hasty retreat, lest the end up in the castle dungeons. And now you're off.
If you get too bogged down in your world, you won't have a chance to enjoy it. Have some cool features in mind, and then let the rest of it grow organically. Here's a fun suggestion, when I'm feeling completely stumped: Ask your players where they'd like to go. If one of them says, "Is there a university of mages where I could practice my craft?" You say, "Why yes there is! In fact, there's an entire city that I totally prepared ahead of time that's exactly that! Would you like to go? It's [closes eyes and points] here on the map!"