Don't plan too far ahead. If you set your plans in stone, it makes your world and story less reactive to player choices/actions. You should have an idea of where to go, and enough content planned for the next session and some change, but you should approach it like every time the heroes throw a wrench in the villain's plan, the villain pivots with the changing situation, and vice versa with the heroes pivoting to react to the villain's changing tactics.
Also, look up Running The Game by Matt Coville on YouTube-- LOTS of solid advice on that video series.
Is it homebrew or published? In either case, don’t plan too far ahead, but be prepared to advance early if your players find a key part of the story quicker than expected.
In that case my biggest bit of advice is read through the whole campaign and figure out ways to introduce the second half early. The book is very obviously Lost Mines of Phandelver <pause> And Below with only nothing except the location tying the two halves together. The Eldritch horrors of the second half really need introducing during the first half so they don’t come out of left field, in my case I swapped out the orc encounter for the mutant goblins and moved the mutant cow up to occur earlier, but also make sure to draw attention to the black rocks around town so players are already wondering about them when they become relevant
Yeah, I would recommend making sure you understand the whole plot. Don't set anything in stone too far ahead, plan only for the next two or three sessions at most. Keeping a little sheet of where the players are, what they are doing, and how the NPCs consider them, things like that, can be very helpful in keeping track of everything.
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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- "
Hello all, I've DMed quite a few one-shots, and some short campaigns, and I've got my first long full length campaign coming up, any tips?
Respectfully,
Nanra
Don't plan too far ahead. If you set your plans in stone, it makes your world and story less reactive to player choices/actions. You should have an idea of where to go, and enough content planned for the next session and some change, but you should approach it like every time the heroes throw a wrench in the villain's plan, the villain pivots with the changing situation, and vice versa with the heroes pivoting to react to the villain's changing tactics.
Also, look up Running The Game by Matt Coville on YouTube-- LOTS of solid advice on that video series.
thanks @CharlesThePlant, I'll check that out!
Respectfully,
Nanra
Is it homebrew or published? In either case, don’t plan too far ahead, but be prepared to advance early if your players find a key part of the story quicker than expected.
Heyo! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…
It'll be Phandelver and below.
Respectfully,
Nanra
There will be like 5 PCs, maybe 6.
Respectfully,
Nanra
In that case my biggest bit of advice is read through the whole campaign and figure out ways to introduce the second half early. The book is very obviously Lost Mines of Phandelver <pause> And Below with only nothing except the location tying the two halves together. The Eldritch horrors of the second half really need introducing during the first half so they don’t come out of left field, in my case I swapped out the orc encounter for the mutant goblins and moved the mutant cow up to occur earlier, but also make sure to draw attention to the black rocks around town so players are already wondering about them when they become relevant
That sounds good, thanks.
Respectfully,
Nanra
Yeah, I would recommend making sure you understand the whole plot. Don't set anything in stone too far ahead, plan only for the next two or three sessions at most. Keeping a little sheet of where the players are, what they are doing, and how the NPCs consider them, things like that, can be very helpful in keeping track of everything.
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?"
Plan 1 to 3 weeks ahead but no setting anything in stone
Use foreshadowing as best you can…
Heyo! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…