So in my homebrew world I’m thinking of creating a college that players could start in if the party choose that over the classic meet up. In this college they would be able to gain some information and contacts to use later on, be used as a story means of getting their subclass and possibly even a place that they return to duri g intermissions to learn some of their class features.
the second thing is I was thinking of also having adventures guilds in the world that players could get quests from and have npc interactions and maybe develop some storylines from such a rival npc party or they discover corruption in the guild. Not sure if I did this it should be global or reginial
And last one I’m thinking of running short campaigns in the past eras that would allow some of the lore to be shaped by player groups rather then just me.
what are some of my fellow dnd players opinions on these. I look forward to hearing them
I wouldn't put too much difficulty into subclass just because level 3 comes fast and you don't want to limit having a subclass to getting back to school.
Back in earlier editions, there was a mechanic about having to pay for training when you leveled, maybe it was optional — I don’t quite remember. Anyway, it was a bit annoying for my group, so we didn’t do it. And it also quickly became hard to make sense of in game. Since PCs are exceptional, when you starting getting into higher levels, there’s really going to be very few people out there capable of teaching you anything.
All that said, it could work. Just be prepared for characters to not want to travel far from the college. You wouldn’t want to be halfway around the world in the middle of a quest when now you need to go back home to train. So if you’re going to try it, keep that in mind they it will impact other aspects of the campaign.
If you’re considering a school-based campaign, I’d suggest checking out strixhaven, where it’s already done for you.
Finally, rather than prequel campaigns, I’d just build the world you want, and think more in terms of follow-on campaigns. Build the world for this one, then if the group stays together and wants to keep going, let the PC’s actions in this campaign effect the world state at the start of the next campaign.
So in my homebrew world I’m thinking of creating a college that players could start in if the party choose that over the classic meet up. In this college they would be able to gain some information and contacts to use later on, be used as a story means of getting their subclass and possibly even a place that they return to duri g intermissions to learn some of their class features.
the second thing is I was thinking of also having adventures guilds in the world that players could get quests from and have npc interactions and maybe develop some storylines from such a rival npc party or they discover corruption in the guild. Not sure if I did this it should be global or reginial
And last one I’m thinking of running short campaigns in the past eras that would allow some of the lore to be shaped by player groups rather then just me.
what are some of my fellow dnd players opinions on these. I look forward to hearing them
I wouldn't put too much difficulty into subclass just because level 3 comes fast and you don't want to limit having a subclass to getting back to school.
Back in earlier editions, there was a mechanic about having to pay for training when you leveled, maybe it was optional — I don’t quite remember.
Anyway, it was a bit annoying for my group, so we didn’t do it. And it also quickly became hard to make sense of in game. Since PCs are exceptional, when you starting getting into higher levels, there’s really going to be very few people out there capable of teaching you anything.
All that said, it could work. Just be prepared for characters to not want to travel far from the college. You wouldn’t want to be halfway around the world in the middle of a quest when now you need to go back home to train. So if you’re going to try it, keep that in mind they it will impact other aspects of the campaign.
If you’re considering a school-based campaign, I’d suggest checking out strixhaven, where it’s already done for you.
Finally, rather than prequel campaigns, I’d just build the world you want, and think more in terms of follow-on campaigns. Build the world for this one, then if the group stays together and wants to keep going, let the PC’s actions in this campaign effect the world state at the start of the next campaign.