Don't worry too hard about the macro sense of where the campaign is going right now. Plan a few hooks, a few encounters, a few locations, and populate them with people/groups. Give the players a lot of freedom to see what interests them about the game (before you start, you can take a shortcut through this part and ask your players what they're looking for in a game), and then you can watch what sorts of stories present themselves out of the chaos.
Remember, ttrpg's are collaborative-- you are working with the players to have a fun time. Never be so bent on producing a certain result in your game that it'll ruin all your plans if it doesn't happen, because 8 times out of 10 the players will throw you for a loop with something you never would've thought of.
Maybe listen to some other games on podcasts or YouTube too, not to try and emulate them, but just to see examples of how play progresses, how rules interact, and what kinds of rulings you might need to make.
You did not specify, but I do get the feeling you are creating a campaign from scratch. If you are ever feeling at a dead end, you could always look at plot hook sources.
I'm mostly running a module (which always gets modified one way or another), so I might not have as much direct advice as you would like, but I would suggest lessening the load on yourself where you can. Although it is admirable to want to create everything, there is a risk it could get taxing. I'd say at the very least keep the Monster Manual nearby, with some obvious general understanding of the PHB.
Most importantly, don't stress about your players not going where you expected them to. They inevitably will veer off track a bunch of times, make your peace with that and embrace it. Depending on your improv ability, you might even just want your session notes to be a few bullet points and organically build around those with what your players are contributing.
Remember, it's not you against the players. You're placing obstacles for them to overcome or bypass, but you're all in it together for the bigger story.
I come up with a lot of it as I go. Don't feel stressed about doing a perfect job, because everyone will make mistakes. Don't feel like you have anything to prove. Really, the worst thing you can do is worry too much about doing a good job. Doubting yourself just leads down a rabbit hole of misery. Relax, and have fun.
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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- "
"When are we gonna take a snack break?"
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Hello and good day! I'm Spook! And im preparing a campaign for my first time dming currently! and gosh I need advice. . .
Open to any tips and tricks or questions about what my campaign is about !
(pls pls pls im begging you)
Don't worry too hard about the macro sense of where the campaign is going right now. Plan a few hooks, a few encounters, a few locations, and populate them with people/groups. Give the players a lot of freedom to see what interests them about the game (before you start, you can take a shortcut through this part and ask your players what they're looking for in a game), and then you can watch what sorts of stories present themselves out of the chaos.
Remember, ttrpg's are collaborative-- you are working with the players to have a fun time. Never be so bent on producing a certain result in your game that it'll ruin all your plans if it doesn't happen, because 8 times out of 10 the players will throw you for a loop with something you never would've thought of.
Maybe listen to some other games on podcasts or YouTube too, not to try and emulate them, but just to see examples of how play progresses, how rules interact, and what kinds of rulings you might need to make.
Happy playing!
You did not specify, but I do get the feeling you are creating a campaign from scratch. If you are ever feeling at a dead end, you could always look at plot hook sources.
I'm mostly running a module (which always gets modified one way or another), so I might not have as much direct advice as you would like, but I would suggest lessening the load on yourself where you can. Although it is admirable to want to create everything, there is a risk it could get taxing. I'd say at the very least keep the Monster Manual nearby, with some obvious general understanding of the PHB.
Most importantly, don't stress about your players not going where you expected them to. They inevitably will veer off track a bunch of times, make your peace with that and embrace it. Depending on your improv ability, you might even just want your session notes to be a few bullet points and organically build around those with what your players are contributing.
Remember, it's not you against the players. You're placing obstacles for them to overcome or bypass, but you're all in it together for the bigger story.
I come up with a lot of it as I go. Don't feel stressed about doing a perfect job, because everyone will make mistakes. Don't feel like you have anything to prove. Really, the worst thing you can do is worry too much about doing a good job. Doubting yourself just leads down a rabbit hole of misery. Relax, and have fun.
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?"