Friday May 06, 2022

Modified Rolls - How to Write, Prep, and Run Homebrew Campaigns

What a wonderful [insert the name of your made up fantasy word weekday analogue for Friday]!  In this episode of Modified Rolls, the DMs talk about their experiences, advice, and ideas on all things homebrew campaigns.  Whether it's an original story in an established universe (have you listened to our Modified Rolls about running games with Canon?) or an entirely original world of your (and hopefully your players') imagination, there are some things that will help homebrew games run smoothly.

 

While it can seem daunting, running a homebrew game can be one of the most freeing experiences behind the screen.  It's mostly getting comfortable with reacting to your players' interests, working in avenues and obstacles to achieving their character's goals, and making sure there are compelling ups and downs.  Give them a place to connect to, give their characters meaningful arcs, and give them a villain to talk about for the rest of their gaming days.

 

Take-Home PointsCollaboration is key - it's not your story, it's the players'.  Let them influence the world, use their interests, connections, backstories, all of it.  If not explicitly in their backstory, what kind of things do their classes/character roles want to do? What kind of story do they want to tell? Don't overprep - think 1 to 2 sessions ahead and have big picture concepts beyond that, but don't bog yourself down in the details until you need them.

 

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Feel free to email us with questions, comments, or just to tell us how awful our ideas are at DMsAfterDark@gmail.com

 

Music in the episode:

Song: Arcando - In My Head (feat. Britt Lari) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://NCS.io/InMyHead

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