I'm running a homebrew campaign, and I've already got several ideas of things I would change if I ran it again. This makes me wonder, is it possible to rerun a homebrew campaign with a different group? A lot of my campaign is driven by player decisions, so the campaign has lots of potential to go different ways. I am concerned, however, that doing reruning will lead to railroading the second group down the same path as the first to be able to reuse the content.
Has anyone reused a homebrew campaign with a different group? If so, how did it go?
Well, in theory, I wouldn't expect that rerunning a homebrew campaign for another group would be too different than rerunning a published adventure book for another group. Both the homebrew campaign and published adventure would potentially have key encounters prepared as well as some ultimate goal to be achieved. Similarly, as a DM, you would probably be tailoring each one to better fit the current party of characters and flow with whatever choices they make.
I've personally reran one homebrew campaign for a second group of players, which went mostly well. It wasn't really any more or less "railroady" than trying to run a published adventure. I just had to take the time to rework a lot of my own adventure notes to better fit with the new group of players and characters.
Yep sure have. Same group, different continent, same existential threat. Party wiped first time through, wanted to try the setting again. Changed a few methods and all of the locations. Some of the NPCs are the same, as are the BBEG. If you can move locations and maybe change the era that the adventure is happening in. My second run through is about a year before the events of the last attempt.
My key to avoiding the railroad ticket counter is to throw the players the plot hooks and let them run completely off the rails. Once they start to falter and forget what is going on where, give them reminders of events transpiring around the area/region/continent. Just let them run.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I suppose it also depends on your DM style. If you're the type to weave PC backstories into the plot or allow players to make choices that upend the narrative (like deciding to ally with the BBEG, for example), it could change the playthrough radically.
I haven't rerun an entire homebrew campaign, but my current campaign was born out of a series of connected one-shots I ran for a completely different group of friends several years ago. Due to party composition, differing plot hook interests, backstory discrepancies, and sheer collaboration, the narrative has deviated quite markedly from the original plot. Some of the reveals have been just as magical as the first go-round, and some never materialized. In all, both sets of players have had fun, and that's what counts at the end of the day.
As long as you accept that the campaign will play out differently, you can keep the same overarching plan for it as the previous go over. It's not much different to running a oneshot for the second time, it's just longer, and with much more tendancy to change direction!
I intend to write up the campaigns and such I'm running with a view to re-running them for other groups in the future. I figure that I'm putting a lot of work into them, so I'd better be able to pull them out a second time!
I have actually rerun two different homebrew campaigns with different parties and both were pretty successful. It does take some flexibility in knowing the party and how they play but ends up working out pretty well. I only reworked a few features that I felt needed improvement but otherwise the campaigns were almost identical.
I guess it depends on what you mean by "campaign." For me, that word means a particular sequence of adventures had by a particular group. So in that instance, no I don't see myself running the same campaign twice.
The same setting though? Sure. Same world, same NPCS starting with the same motivations. But depending on the PCs actions, the story might end up being very different. NPCs might be drawn down different paths based on what happens. That is a whole new campaign based on my definition of the word.
Short answer for me is yes and it's gone great. I've re-run several homebrew campaigns but I agree with Theologyofbagels and ThurokDuckSlayer that it depends on the campaign and your DM style. It sounds like you've set up the world to accept different outcomes, so if you're flexible when someone finds a way to break your plan... because players usually go a different way then you plan for. (At least for me they do, lol) Then you should be totally fine. Have a few backup scenarios and some maybe some alt sub-plots and continue fleshing out your world. I have a world I've run 6 games in now with basically 2 main story lines, well maybe 2 1/2, but with each game the world gets more more rich and defined and each campaign changes things that I have to adapt to. Personally I find that fun as a DM. To let the players help build the world.
Good luck! Sounds like the first campaign was fun or you wouldn't want to run it again, so well done!
with each game the world gets more more rich and defined and each campaign changes things that I have to adapt to. Personally I find that fun as a DM. To let the players help build the world.
This is another excellent point - as long as you keep to your previous notes (EG if the party in campaign 1 went sidetracking to climb the mountain and found a giants fortress, then that giant fortress will be there in all future campaigns in this setting) then every new turn that subsequent players take will build the world around them. I imagine that after 10 playthroughs of the same campaign, there will be a vast amount of extra details for the world - and the 11th players will be amazed at how much of the world seems to already be populated with characters and locations!
I'm running a homebrew campaign, and I've already got several ideas of things I would change if I ran it again. This makes me wonder, is it possible to rerun a homebrew campaign with a different group? A lot of my campaign is driven by player decisions, so the campaign has lots of potential to go different ways. I am concerned, however, that doing reruning will lead to railroading the second group down the same path as the first to be able to reuse the content.
Has anyone reused a homebrew campaign with a different group? If so, how did it go?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Well, in theory, I wouldn't expect that rerunning a homebrew campaign for another group would be too different than rerunning a published adventure book for another group. Both the homebrew campaign and published adventure would potentially have key encounters prepared as well as some ultimate goal to be achieved. Similarly, as a DM, you would probably be tailoring each one to better fit the current party of characters and flow with whatever choices they make.
I've personally reran one homebrew campaign for a second group of players, which went mostly well. It wasn't really any more or less "railroady" than trying to run a published adventure. I just had to take the time to rework a lot of my own adventure notes to better fit with the new group of players and characters.
Yep sure have. Same group, different continent, same existential threat. Party wiped first time through, wanted to try the setting again. Changed a few methods and all of the locations. Some of the NPCs are the same, as are the BBEG. If you can move locations and maybe change the era that the adventure is happening in. My second run through is about a year before the events of the last attempt.
My key to avoiding the railroad ticket counter is to throw the players the plot hooks and let them run completely off the rails. Once they start to falter and forget what is going on where, give them reminders of events transpiring around the area/region/continent. Just let them run.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I suppose it also depends on your DM style. If you're the type to weave PC backstories into the plot or allow players to make choices that upend the narrative (like deciding to ally with the BBEG, for example), it could change the playthrough radically.
I haven't rerun an entire homebrew campaign, but my current campaign was born out of a series of connected one-shots I ran for a completely different group of friends several years ago. Due to party composition, differing plot hook interests, backstory discrepancies, and sheer collaboration, the narrative has deviated quite markedly from the original plot. Some of the reveals have been just as magical as the first go-round, and some never materialized. In all, both sets of players have had fun, and that's what counts at the end of the day.
As long as you accept that the campaign will play out differently, you can keep the same overarching plan for it as the previous go over. It's not much different to running a oneshot for the second time, it's just longer, and with much more tendancy to change direction!
I intend to write up the campaigns and such I'm running with a view to re-running them for other groups in the future. I figure that I'm putting a lot of work into them, so I'd better be able to pull them out a second time!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I have actually rerun two different homebrew campaigns with different parties and both were pretty successful. It does take some flexibility in knowing the party and how they play but ends up working out pretty well. I only reworked a few features that I felt needed improvement but otherwise the campaigns were almost identical.
I guess it depends on what you mean by "campaign." For me, that word means a particular sequence of adventures had by a particular group. So in that instance, no I don't see myself running the same campaign twice.
The same setting though? Sure. Same world, same NPCS starting with the same motivations. But depending on the PCs actions, the story might end up being very different. NPCs might be drawn down different paths based on what happens. That is a whole new campaign based on my definition of the word.
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
Short answer for me is yes and it's gone great. I've re-run several homebrew campaigns but I agree with Theologyofbagels and ThurokDuckSlayer that it depends on the campaign and your DM style. It sounds like you've set up the world to accept different outcomes, so if you're flexible when someone finds a way to break your plan... because players usually go a different way then you plan for. (At least for me they do, lol) Then you should be totally fine. Have a few backup scenarios and some maybe some alt sub-plots and continue fleshing out your world. I have a world I've run 6 games in now with basically 2 main story lines, well maybe 2 1/2, but with each game the world gets more more rich and defined and each campaign changes things that I have to adapt to. Personally I find that fun as a DM. To let the players help build the world.
Good luck! Sounds like the first campaign was fun or you wouldn't want to run it again, so well done!
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My house rules
This is another excellent point - as long as you keep to your previous notes (EG if the party in campaign 1 went sidetracking to climb the mountain and found a giants fortress, then that giant fortress will be there in all future campaigns in this setting) then every new turn that subsequent players take will build the world around them. I imagine that after 10 playthroughs of the same campaign, there will be a vast amount of extra details for the world - and the 11th players will be amazed at how much of the world seems to already be populated with characters and locations!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!