I have a plan!

Yesterday I asked the question whether I should give D&D 5th Edition another chance. After giving it some thought, talking to a couple of people and getting some feedback on Twitter, I decided to give it a go in the new year. BUT since I know how often my plans have gone awry I thought about ways not to make things harder for me than necessary. So here’s my plan:

Before committing to a grand campaign and opening my players to a plethora of options I want to keep things simple and small. To get things rolling quickly the player characters shall all be from the same small town and they have been growing up together. After being away for a while they return to their hometown to share memories and have a good time. But they quickly notice something amiss.

I haven’t really put too much thought into what may be the issue, perhaps I’ll decide after I have talked to a couple of potential players. Perhaps there are some aspects they’d love to see in a D&D game which I can then use in the initial adventure. If everything fails I can rely on a couple of classic D&D adventures like “Against the Cult of the Reptile God” as inspiration.

Existing settings are great but sometimes they also are pretty intimidating. This is why I want to create my own. But instead of coming up with a whole world before play, I think I’ll keep things small. I need the characters’ home town, an adventure site or dungeon, and perhaps the places where the characters have been hanging around since they last met as teens. Perhaps one character was an apprentice cleric in a temple located in a neighbouring city. Another character might have been a student at a magic academy. Of course these places don’t need to be fully fleshed out. And if a player wants more details I can ask them to come up with their own ideas.

This way we can slowly create our own world together without overwhelming me as a GM. The plan is to just prepare what is needed for the next game session and holding back the urge to overprepare. This rather organic way of creating a world has worked for many GMs, so why shouldn’t it work for me?

If everything works out as planned, this could be a great start for a D&D campaign. What do you think about this approach? Does it sound feasible? Please share your comments below!

Michael Wolf is a German games designer and enthusiast best known for his English language role-playing games blog, Stargazer's World, and for creating the free rules-light medieval fantasy adventure game Warrior, Rogue & Mage. He has also worked as an English translator on the German-language Dungeonslayers role-playing game and was part of its editorial team. In addition to his work on Warrior, Rogue & Mage and Dungeonslayers, he has created several self-published games and also performed layout services and published other independent role-playing games such as A Wanderer's Romance, Badass, and the Wyrm System derivative Resolute, Adventurer & Genius, all released through his imprint Stargazer Games. Professionally, he works as a video technician and information technologies specialist. Stargazer's World was started by Michael in August 2008.

1 comment

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Yora

Ha, I’m very much in the same position. After leaving the game alone for a year after not enjoying my experience running it very much (though the camapign in itself was a blast), I’m now more open to consider giving it another chance using the many recommendations I got on how you can do some things differently.
There are a couple of things about the game that look really fun and could make a really cool campaign with a slower pace than what came out when I was following what I assumed the books were telling me.