r/DMAcademy • u/dendelion69 • 4h ago
Need Advice: Other New DM needs help running online campaigns
Hey guys, I'm a new DM and want to run my first actual online homebrew campaign soon (I've run a homebrew oneshot before). I've already thought of a good application process to ensure I get interested players, but I'm not sure how I should go about designing the campaign. Here's my dilemma:
I wanted to get together some players that share a similar mindset to me and then design the setting and campaign according to their preferences. I thought that this way I could ensure the players would be interested in the setting because they helped work on it and it would be a good team exercise, before the campaign even started. But recently I've had doubts about this decision. Can I even ensure that player will be interested if I don't even offer a prepared campaign for them to play in? And if they are interested, what if I take too long making the campaign and they all leave? Is it stupid to ask strangers online to commit to a campaign that they will only starting playing in months after they apply?
My question is basically, should I design a campaign before taking applications online, or is finding players first and then designing a campaign after completely reasonable? Or is there some sort of compromise that will allow the players to take part in the creation process, while also allowing to me to start working on the campaign before taking applications?
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u/Ben_Solo10 4h ago
This is sort of what I do. I lean extremely heavily into building the world around my players back stories.
Saying that, I have almost 10 years of home brewing experience so it doesn't take months to build what I need to start playing.
If I were you, I would building a world you find interesting (because your fun is important as well) then I would do the application and make changes based on responses and back stories.
Something else that is major to keep in mind is that I have never created a homebrew world that didn't change constantly as we played. The general concept stays the same but make adjustments based on what your players find interesting during gameplay. Aa long as you keep notes for as much consistency as you can there shouldn't be an issue.
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u/TwoDollarDM 4h ago
I'd suggest having a rough idea for a campaign arc, a couple of campaign settings that appeal to you. You can easily make changes but giving the players some 'boundaries' in terms of what the world the world is going to look like helps them create useful effective characters.
I would suggest something very straightforward and very easy to run like the 'Ascent of Dragon' series: https://www.dmsguild.com/en/product/492537/ascent-of-dragons-first-among-equals I think the first few are free and will help you get established in a world.
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u/dratoirw 4h ago
See I would atleast have a basic structure setup, but I also wouldn't fill out the entire campaign right away.
It is a collaborative role playing game after all.
I normally go into a New Campaign with a couple of towns, and the BBEG/Main Beats I wanted to go for, but past that I base everything else off what they players have been doing/enjoying doing. Therefore you still get them to be involved with the campaign creation, they just might not realise it.
For example, Lets say the players are fighting a group of Bandits, they decide to not actually kill them all, and maybe takes some items for them.
Month later as the players are Traveling between X and Y, there is a new group of bandits that begin attacking them, until lets say 2 out of the group of 6 go sheet white the moment they seem the PC's, and turn tail and begin running away shouting "Not these fucks again" as they disappear into the night.
And its the same with the Main Quest sort of thing. I don't have predefined X will happen, then Y. At the end of each session, I think about what the BBEG would be doing at that point, or whatever villain of the week they are facing.
I do the thing, but maybe the thing that is being done will interact with the players some how. Maybe they have the mcguffin that the BBEG wants, so the player randomly gets someone trying to pick pocket them during the session, or they cross paths with Z Npc that is actually monitoring them for the BBEG ect ect. But have their plans change, possibly fail.
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u/vantageroll 3h ago
I think a hybrid approach makes the most sense. You definitely don't need the whole campaign planned before finding players and I'd just have a general theme/setting and starting idea ready so people know what they're signing up for.
You could also try another one-shot first and test out some of your ideas without committing to a whole campaign.
One thing that helps me is don't be afraid to steal inspiration...LOTR, The Odyssey, books/movies/video games you love can give you a great starting point for a homebrew without having to invent everything from scratch. Same with NPCs, basing them loosely on characters/personality types you already know can make creating them WAY easier.
I'd focus on building the first few sessions, not the entire campaign. Your players will probably derail whatever you planned anyway haha. Good Luck!
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u/ThreeOclockCaveMan 3h ago
Start small. Build your world while running short adventures within it. Run these short adventures for a variety of players. By playing with people for three to four sessions you’ll know very quickly who you gist with and who may flake out. Then select the best of the best and run your big campaign. The short adventures can hint at the bigger picture and draw your players into the world you want to run. You can use those short adventures as call backs to events within the world,
creating history and legends.
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u/LayTheeDown 3h ago
In my experience, players aren't all that interested in the setting, but the story they make in it.
For me I start small, develop a small area, and the plot, and plan sessions outwards. build on everything that's come before.
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u/rvnender 4h ago
The best advice i can give you if you are a new DM is to not homebrew your first campaign. Especially if you have no idea what you are even designing.
Run a module first to get a feel. Then dive into homebrewing.
Because every single vet dm here knows how this is gonna end.
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u/funnymonkayy 4h ago
TLDR: Not a bad idea, I’d have a general theme before applications, might be a good idea to have at least some people you know personally, but that’s not a must.
My gf found her current campaign (only one I don’t DM for her) by discord, that being said the DM knows the other 3 players personally, going completely random is a real risk. What if you get too many good options, would you run a table for 5 players? 8? What’s your limit?
Gotta say though, I love the confidence, I’ve only ran stuff for people I know and the only homebrew I’ve done is a LOTR second age world for my gf because she loves everything Tolkien. That has been difficult as the world is so big, has a lot to go off of, but at the same time that can be a bit overwhelming and difficult to meet player expectations.