Let’s Start a Simple Homebrew Campaign: Keeping it Going
It’s time to finish this Simple Homebrew Campaign thing. At least, it’s time for me to finish it. Your work has only just begun.
This series is all about how you can start your very own simple, homebrew RPG campaign. And keep it going forever.
It’s time to finish this Simple Homebrew Campaign thing. At least, it’s time for me to finish it. Your work has only just begun.
And now, it’s time to build your player’s next adventure. And then, it’ll be time to build their next next adventure. And so on. Forever.
You’ve built an adventure and a town. Now all you’ve got to do is map the world around it. Simple, right? Actually, it is.
Now that you’ve started your Simple Homebrew Campaign and you’ve got your players distracted with an adventure, it’s time to start building the world around them. First step: make a town. Or rather, make Town.
Time for the fourth article containing the third which explains the second step in the Simple Homebrew Campaign startup process: how to sit your players down and squeeze them until playable characters come out. And how to stop them from ruining the simplicity of your Simple Homebrew Campaign.
Sit down and shut up. Class is back in session. Time for the second real lesson in this whole simple, homebrew campaign thing. Or maybe the third. Or the fourth. I’ve lost track. I probably shouldn’t count the bulls$&% introduction wherein it took me 5000 words just to define the word campaign — and I…
So you think you’re ready to start a homebrew campaign, huh? Well, you definitely are. Because it’s not as hard as you think. It’s all about making premises. And keeping them.
Real GMs run campaigns. And the realest of the real GMs run campaigns they write themselves. In the introduction to this new series, I’m going to tell you what you need to know about campaigns if you’re going to build and run one of your very own.