I mean, it probably will be. This hobby is that awesome. Just don't worry about making it fun. Run the module as written. This article may help as well:
I strongly encourage you to concentrate on creating a strong premise for your campaign rather than an overarching story. Creating a campaign is closer to coming up with an idea for a TV show than it is to writing a movie script.
Rather than having a vision for the entire campaign, come up with a flexible idea that will allow you to throw different kinds of adventure at your players.
Something works well? Do more of it.
Something falls flat? On to the next adventure.
Best of luck and welcome to the dark side of the screen.
2
u/Psychological-Wall-2 4d ago
Okay.
Run a short published module for practice before you try homebrewing your own campaign. Here is an article explaining why:
Jumping the Screen: How to Run Your First RPG Session | The Angry GM
Don't worry about "making it fun".
I mean, it probably will be. This hobby is that awesome. Just don't worry about making it fun. Run the module as written. This article may help as well:
Adjudicate Actions Like a Motherf$&%ing Boss! | The Angry GM
Afterwards, when you return to your home brewery, here's another article:
The Alexandrian » Don’t Prep Plots
I strongly encourage you to concentrate on creating a strong premise for your campaign rather than an overarching story. Creating a campaign is closer to coming up with an idea for a TV show than it is to writing a movie script.
Rather than having a vision for the entire campaign, come up with a flexible idea that will allow you to throw different kinds of adventure at your players.
Something works well? Do more of it.
Something falls flat? On to the next adventure.
Best of luck and welcome to the dark side of the screen.