I'm going to be DMing my first campaign with some friends.
However, I don't have a specific campaign in mind and intend to just use a self created world (possibly using Hexgen) and plug in different adventures from DMsguild based on their level. There's loads on there and I love the idea of offering different hooks to different adventures, or just seeing if their want to **** around doing small bulletin board quests.
Is it normal to not really have an end goal and overarching story, though? Is there some way I could incorporate a larger story?
It can definitely work, and work well. Often, a plot will present itself. One of the jobs they ignore on that bulletin board turns into a bigger issue the longer they put it off, for example. Next thing you know the cult (there’s always a cult) is about to summon the elder demon. And the players will often assume there’s a larger plot, and go looking for it. When they’re sitting around the table theorizing, steal the best idea and act like that was the plan all along.
But if one never does materialize, that can be just as fun, too. Just make sure to keep the world moving so it feels real. The people who need things done won’t just wait for the PCs forever. They’ll find someone else, or the issue will resolve somehow. In this case, you’ll want to talk with the players about their goals. You want to give them a chance to finish developing their characters, and find someone else way of giving some kind of final climax at some point.
I feel like a larger plot idea manifests itself somewhere along the way, if that's what you're worried about. That's what happened with me and my homebrew campaign!
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Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
Parroting CaptainJinxed somewhat, I started my first homebrew campaign with an overarching plot which basically disappeared within a few sessions and grew into something completely different and organic but still quite fluid and natural by the end.
Let me add, that while an overarching end goal is not important in the beginning, continuity is. Nothing worse then shooting from the hip, then 5 months in someone asks about what was said between people the 2nd & 3rd session and they wrote it down. What was written was forgotten and you are doing a 90 degree different NP type character . There can only be so many NPC twins or triplets to cover continuity errors.
I will say that, while an end goal is not a requirement, you should have a high concept -- what is this campaign about -- because that lets potential players figure out if they're interested, and if they're interested, will inform their character creation decisions. That concept may wind up evolving into something different as the campaign progresses, which is fine, but it's good to have a common understanding about what you're proposing. For essentially any campaign, it will help to have an elevator pitch.
You don't need to have an overarching plot - plenty of others have said that already.
However, it is a good idea to have an idea of what your players want. Set up a session zero, and ask them exactly that: "What do you want to accomplish with this campaign? Do you want it to be gritty, or goofy, or whatever else?" That way, they get the kind of game that they want and are satisfied with it, instead of you throwing darts in the dark.
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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- "
I prefer this actually. Early on the game had titles that you earned by levelling and you would gain the ability to build a stronghold or wizard's tower or whatever, attract followers and such. 10th-12th level characters were movers and shakers in the campaign world, often with plans and goals outside of adventures.
I think you will find a story with no ending to eventually burn out- although I usually see this happen when attempting to make lots of original content. It really depends on what your players want. You should tell them that this is your plan and see what they think.
The original dungeons and dragons was never meant to be played with an overarching villain's plot. Plot emerged from play, it wasn't imposed on it.
As the DM, you might dangle some hooks and see what the players bit at. But the plot was supposed to be player directed. The players were supposed to come into the game with goals their characters wanted to pursue, and their expressed intent gave the DM fodder for future adventures. A common theme campaigns were built around was the players establishing a domain of their own - a barony for the fighter, a temple for the priest, a thieves guild for the thief, a wizard's tower for the wizard, and transitioning to managing a realm while they troubleshot the big problems that arose. But the plot was about what the player characters were doing. If they wanted to do something else, the campaign followed the players.
And plot hooks the PCs didn't pursue, well... those had consequences too. The DM was responsible for how the world developed around the PCs, and that meant significant NPCs were doing things, even if the PCs were ignoring them. But often enough, those 'significant NPCs' emerged organically from what were originally dangled plot threads that were left unresolved, rather than planned ahead of time.
I gave this advice to someone a while back, but don't worry about figuring everything out all at once. Leave things open-ended, so as the story builds, you can connect it like a web.
For example, the characters enter a tavern and the tavern-keeper gives them a quest. How did he know about the quest? Why didn't he do the quest? If he knows so much about it, he must have been interested, right? Don't worry about finding this all out in the moment, but wait until you find a way to connect it to your plot.
Hope this helps!
Rollback Post to RevisionRollBack
I don't know what I'm doing.
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I'm going to be DMing my first campaign with some friends.
However, I don't have a specific campaign in mind and intend to just use a self created world (possibly using Hexgen) and plug in different adventures from DMsguild based on their level. There's loads on there and I love the idea of offering different hooks to different adventures, or just seeing if their want to **** around doing small bulletin board quests.
Is it normal to not really have an end goal and overarching story, though? Is there some way I could incorporate a larger story?
It's very common, it's just that campaign books have an overarching story because that's what makes it a unified campaign.
It can definitely work, and work well.
Often, a plot will present itself. One of the jobs they ignore on that bulletin board turns into a bigger issue the longer they put it off, for example. Next thing you know the cult (there’s always a cult) is about to summon the elder demon.
And the players will often assume there’s a larger plot, and go looking for it. When they’re sitting around the table theorizing, steal the best idea and act like that was the plan all along.
But if one never does materialize, that can be just as fun, too. Just make sure to keep the world moving so it feels real. The people who need things done won’t just wait for the PCs forever. They’ll find someone else, or the issue will resolve somehow.
In this case, you’ll want to talk with the players about their goals. You want to give them a chance to finish developing their characters, and find someone else way of giving some kind of final climax at some point.
I feel like a larger plot idea manifests itself somewhere along the way, if that's what you're worried about. That's what happened with me and my homebrew campaign!
Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
SPAMTON G. SPAMTON FOR [[present]]IDENT!
Parroting CaptainJinxed somewhat, I started my first homebrew campaign with an overarching plot which basically disappeared within a few sessions and grew into something completely different and organic but still quite fluid and natural by the end.
Let me add, that while an overarching end goal is not important in the beginning, continuity is. Nothing worse then shooting from the hip, then 5 months in someone asks about what was said between people the 2nd & 3rd session and they wrote it down. What was written was forgotten and you are doing a 90 degree different NP type character . There can only be so many NPC twins or triplets to cover continuity errors.
I will say that, while an end goal is not a requirement, you should have a high concept -- what is this campaign about -- because that lets potential players figure out if they're interested, and if they're interested, will inform their character creation decisions. That concept may wind up evolving into something different as the campaign progresses, which is fine, but it's good to have a common understanding about what you're proposing. For essentially any campaign, it will help to have an elevator pitch.
You don't need to have an overarching plot - plenty of others have said that already.
However, it is a good idea to have an idea of what your players want. Set up a session zero, and ask them exactly that: "What do you want to accomplish with this campaign? Do you want it to be gritty, or goofy, or whatever else?" That way, they get the kind of game that they want and are satisfied with it, instead of you throwing darts in the dark.
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?"
Don't worry about a bbeg the party will piss off someone strong eventually
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I prefer this actually. Early on the game had titles that you earned by levelling and you would gain the ability to build a stronghold or wizard's tower or whatever, attract followers and such. 10th-12th level characters were movers and shakers in the campaign world, often with plans and goals outside of adventures.
I think you will find a story with no ending to eventually burn out- although I usually see this happen when attempting to make lots of original content. It really depends on what your players want. You should tell them that this is your plan and see what they think.
The original dungeons and dragons was never meant to be played with an overarching villain's plot. Plot emerged from play, it wasn't imposed on it.
As the DM, you might dangle some hooks and see what the players bit at. But the plot was supposed to be player directed. The players were supposed to come into the game with goals their characters wanted to pursue, and their expressed intent gave the DM fodder for future adventures. A common theme campaigns were built around was the players establishing a domain of their own - a barony for the fighter, a temple for the priest, a thieves guild for the thief, a wizard's tower for the wizard, and transitioning to managing a realm while they troubleshot the big problems that arose. But the plot was about what the player characters were doing. If they wanted to do something else, the campaign followed the players.
And plot hooks the PCs didn't pursue, well... those had consequences too. The DM was responsible for how the world developed around the PCs, and that meant significant NPCs were doing things, even if the PCs were ignoring them. But often enough, those 'significant NPCs' emerged organically from what were originally dangled plot threads that were left unresolved, rather than planned ahead of time.
I gave this advice to someone a while back, but don't worry about figuring everything out all at once. Leave things open-ended, so as the story builds, you can connect it like a web.
For example, the characters enter a tavern and the tavern-keeper gives them a quest. How did he know about the quest? Why didn't he do the quest? If he knows so much about it, he must have been interested, right? Don't worry about finding this all out in the moment, but wait until you find a way to connect it to your plot.
Hope this helps!
I don't know what I'm doing.