I'm sure this is a question that gets brought up a lot, but I thought I'd post here and see what sage words the community has. I'm starting my first campaign, a fully home-brewed setting and story, and frankly I'm feeling a bit overwhelmed and terrified that the players (almost exclusively from the weekly game I play in, including our DM) won't enjoy it or won't be immersed.
Do any of y'all have any tips or tricks for getting past this? Any advice is appreciated, though I'd say my biggest fears are balancing prep work for a home brew world and actually staying sane, and just being able to have a fun and intriguing game for my players.
Thank you all in advance for anything you have to share.
Yeah sure it's a regular question and it's worth doing a search and looking at the advice previously given, but most questions have their own unique aspects... in your case being Your not completely new to the game and you have your normal DM as a player, you have insight into what your group enjoyed from your previous adventures together keep it in mind for your adventure. Tips and tricks try and keep an eye on the time so that the game has an enjoyable pace to it that includes all the party and don't try and do to much in your first session so that you can reflect on what worked what didn't what you could improve next time
oh yeah have fun :D
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“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I too was (am) using a homebrew setting and adventure, and was overwhelmed by the prep work, the amount of stuff I had to remember, and was worried about whether the players would enjoy it. I hadn't played DnD since pre-covid, and then had only played a dozen sessions at most!
What I took away from the game, which I think was important to remember:
The players don't know if you missed out the details you prepped. If you have planned out an immersive inn, with every character in there named and with a personality, and then you make mistakes, muddle them up or forget to mention them entirely - the players don't know. I had a bard lined up who was going to question the adventurers about their previous adventures, as a way to introduce their backstories to one another. I mentioned him as they walked in, and forgot about him for the rest of the game. Realized the next day. The players didn't even know it was "supposed" to happen, so they don't know it was missed out. Remember your prep notes aren't the gospel, only what you actually say to the players during the session is! Missing the little details is not a problem to the game!
The players will probably not make it through all your notes. I was worried that I didn't have enough prepped, and now I'm worried that my "one shot" will be anything up to 10 sessions long XD. Players travel slower than you planned, in general.
The players (or at least mine) like to solve problems. I asked for feedback on my session, and the wizard player said they were a little disappointed that I let them climb a rope without needing a test. I was concerned that the players might abandon the rope if they failed, and that was key to the story I've lined up, so I just let them climb it without a test.
Ask for feedback after session 1! I did, and was overwhelmed when everyone said they had really enjoyed it. I was worried it had gone too slowly, but apparently it was really good fun!
Don't be afraid to take just a moment to look a rule up. If it's taking too long, make a ruling, and if you are doing it (provided it's not secret) tell them in case they can help! I needed to look up grappling, and the player managed to find it online before I found it in my book!
And of course, have fun! It'll go much better than you think. I was so panicked before the game. I actually learnt roll20 half an hour before the game!
It's easy to be overwhelmed, and you should never reach the point where planning becomes a chore, it needs to be as enjoyable for you to make it as much as it is for your players to experience it.
Yeah, I know that feeling all to well. I've a long history of "winging it" when it comes to my style of GMing. But I've learned that sometimes the easiest sollution is the best, and not like you're players will know if the other room suddenly contains a mummy where it originally was meant to be... something else. Or that the noblewoman they've been working for turned out to be a hag even if you first planned for her to just be human. My advice would be to not make everything at once in your setting, it works to have a basic idea of what kind of realm they adventure in of course, such as ruling body, dominant religion, important cities and setting. That way it does give you some ground to stand on as the adventure progress.
I wish you the best of luck, and I'm sure your setting will be amazing!
The most important thing is to just relax and have a ton of fun. If you are terrified your players won’t be immersed or have a good time, chances are they won’t. They will sense that. However if you just cut lose and are only concerned with running a great game, it will be just fine. Confidence is key. Good luck
I'm sure this is a question that gets brought up a lot, but I thought I'd post here and see what sage words the community has. I'm starting my first campaign, a fully home-brewed setting and story, and frankly I'm feeling a bit overwhelmed and terrified that the players (almost exclusively from the weekly game I play in, including our DM) won't enjoy it or won't be immersed.
Do any of y'all have any tips or tricks for getting past this? Any advice is appreciated, though I'd say my biggest fears are balancing prep work for a home brew world and actually staying sane, and just being able to have a fun and intriguing game for my players.
Thank you all in advance for anything you have to share.
Yeah sure it's a regular question and it's worth doing a search and looking at the advice previously given, but most questions have their own unique aspects... in your case being
Your not completely new to the game and you have your normal DM as a player, you have insight into what your group enjoyed from your previous adventures together keep it in mind for your adventure.
Tips and tricks try and keep an eye on the time so that the game has an enjoyable pace to it that includes all the party and don't try and do to much in your first session so that you can reflect on what worked what didn't what you could improve next time
oh yeah have fun :D
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I have literally just been there 2 weeks ago!
I too was (am) using a homebrew setting and adventure, and was overwhelmed by the prep work, the amount of stuff I had to remember, and was worried about whether the players would enjoy it. I hadn't played DnD since pre-covid, and then had only played a dozen sessions at most!
What I took away from the game, which I think was important to remember:
And of course, have fun! It'll go much better than you think. I was so panicked before the game. I actually learnt roll20 half an hour before the game!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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It's easy to be overwhelmed, and you should never reach the point where planning becomes a chore, it needs to be as enjoyable for you to make it as much as it is for your players to experience it.
Yeah, I know that feeling all to well. I've a long history of "winging it" when it comes to my style of GMing. But I've learned that sometimes the easiest sollution is the best, and not like you're players will know if the other room suddenly contains a mummy where it originally was meant to be... something else. Or that the noblewoman they've been working for turned out to be a hag even if you first planned for her to just be human. My advice would be to not make everything at once in your setting, it works to have a basic idea of what kind of realm they adventure in of course, such as ruling body, dominant religion, important cities and setting. That way it does give you some ground to stand on as the adventure progress.
I wish you the best of luck, and I'm sure your setting will be amazing!
The most important thing is to just relax and have a ton of fun. If you are terrified your players won’t be immersed or have a good time, chances are they won’t. They will sense that. However if you just cut lose and are only concerned with running a great game, it will be just fine. Confidence is key. Good luck
Thanks for the advice everyone :) Hopefully it goes well and I'll be able to pay it forward some day