I have a bit of a start and have been reading the DM rulebook to get ideas of what I can do, I am looking for a more experienced DM help me to create the rest of this campaign so we can both use it with our own parties. Respond with your discord if interested.
Not the answer you're looking for, but creating a large, vibrant world is a lot of work especially for a new DM.
I've always found it useful to flesh out a starting area/town with some interesting NPCs, shops, and plot hooks and then build out the world from there based on your PCs end up doing. This will save you a lot of time on the front end and allow you to tailor your PCs experience to what they're interested in. It also let's you flesh out the world piece by piece with your players' input!
Helpful reminder that all "homebrewed" campaigns are openworld. Nothing says you need to flesh it all out in one go -- although having an idea of the general landscape and factions is always a good idea.
I don't have a ton of experience with DM-ing, but I do about just writing stories in general. Trust me, I'm writing a multi racial open world series right now and I have to take a break from that to DM or I felt like I would explode from stress.
Start with 3 or 4 general locations that you want the players to visit for Main Quest stuff. A to B to C for various reasons. The rest is just adding in the fluffy bits one step at a time or coming back to it later. You can't really go wrong with the DM's Guide. It has SO much to work with. You don't need to carbon-copy whatever the book says either. An encounter Monster doesn't HAVE to be hostile and you can do a lot with a sadistic ghost hell-bent on messing with the party behind their back and they don't have the means to get rid of it yet.
But it is important to FILL an area with a few activities before moving on. Downtime, drunken brawls, engaging with the world. You can also look over the free Sources content. I'm including a bit of "Frozen Sick", but altered into my current project. But just ask yourself a basic question:
What sort of festivals or parties are going on? Is someone of the upper crust getting married so all the shops are closed? Is a local priest stealing the funds to pay off a charlatan cleric whose really just a thug pretending to heal his dying grandchild? Is a local shopkeeper running a con with the local riff-raff or Thieves Guild? A whole town of people would rather let a Hill Giant run amok and steal their village's prized sheep than get involved because no one has the funds to get hired help, would the players do anything if nobody asked for help? What if on a hunting party, the players killed a really amazing animal that turned out to be the prized pet or sacred animal of a god/wizard? How would they repent? What do the players do when the whole town is diseased without knowing the cause?
It may seem kinda random or small beans, but it's a good start. (And personally, not EVERYTHING has to be a crazy magical adventure of near death.) Sometimes the players just wanna mess around. The hook has to just be interesting enough but not enough to eclipse the Main Plot.
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I have a bit of a start and have been reading the DM rulebook to get ideas of what I can do, I am looking for a more experienced DM help me to create the rest of this campaign so we can both use it with our own parties. Respond with your discord if interested.
Not the answer you're looking for, but creating a large, vibrant world is a lot of work especially for a new DM.
I've always found it useful to flesh out a starting area/town with some interesting NPCs, shops, and plot hooks and then build out the world from there based on your PCs end up doing. This will save you a lot of time on the front end and allow you to tailor your PCs experience to what they're interested in. It also let's you flesh out the world piece by piece with your players' input!
Helpful reminder that all "homebrewed" campaigns are openworld. Nothing says you need to flesh it all out in one go -- although having an idea of the general landscape and factions is always a good idea.
I don't have a ton of experience with DM-ing, but I do about just writing stories in general. Trust me, I'm writing a multi racial open world series right now and I have to take a break from that to DM or I felt like I would explode from stress.
Start with 3 or 4 general locations that you want the players to visit for Main Quest stuff. A to B to C for various reasons. The rest is just adding in the fluffy bits one step at a time or coming back to it later. You can't really go wrong with the DM's Guide. It has SO much to work with. You don't need to carbon-copy whatever the book says either. An encounter Monster doesn't HAVE to be hostile and you can do a lot with a sadistic ghost hell-bent on messing with the party behind their back and they don't have the means to get rid of it yet.
But it is important to FILL an area with a few activities before moving on. Downtime, drunken brawls, engaging with the world. You can also look over the free Sources content. I'm including a bit of "Frozen Sick", but altered into my current project. But just ask yourself a basic question:
What sort of festivals or parties are going on? Is someone of the upper crust getting married so all the shops are closed? Is a local priest stealing the funds to pay off a charlatan cleric whose really just a thug pretending to heal his dying grandchild? Is a local shopkeeper running a con with the local riff-raff or Thieves Guild? A whole town of people would rather let a Hill Giant run amok and steal their village's prized sheep than get involved because no one has the funds to get hired help, would the players do anything if nobody asked for help? What if on a hunting party, the players killed a really amazing animal that turned out to be the prized pet or sacred animal of a god/wizard? How would they repent? What do the players do when the whole town is diseased without knowing the cause?
It may seem kinda random or small beans, but it's a good start. (And personally, not EVERYTHING has to be a crazy magical adventure of near death.) Sometimes the players just wanna mess around. The hook has to just be interesting enough but not enough to eclipse the Main Plot.