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The first time I was asked to GM, we were using Pathfinder. A family member picked up a pre-written campaign that I looked over and I was immediately overwhelmed. I hesitated enough that they came back and said, “It’s just an idea, do whatever you want.” Well, I took that to heart. I decided to let the players build crazy characters, giving them free reign to do whatever they wanted. My only rule was that if I questioned something, they had to prove where the rule came from and be able to show me so that I could read it. It made for some epic adventures and battles (none of us forget defeating a dragon with a frying pan)!
This made me question the prewritten campaigns. I have tried to run that same one again, and after reading through a couple chapters I see potential, however, it still feels overwhelming to me. I have watched many videos and read articles about new GMs. Most suggest starting with a pre-written campaign (or whatever adventure may come in a starter pack). I guess this would be excellent advice for the novice player turned GM, or one that starts as a GM and was never a player. I think if one has played a system long enough, they will begin to create their own ideas. “I would have done…” or “It would have been cool if…” These ideas are the beginning to a homebrew adventure. Where I struggle in homebrewing an adventure is the setting. I don’t draw world maps, create exciting histories, or even layout cities well. I find campaign settings and other resources that will work for my story idea and incorporate them within the game. Some setting books include mini adventures, or quirks about certain cities that peak my interest, and may find themselves within the game. The fun thing is that they don’t have to! It’s my story! Okay, reality check: it’s not MY story, it’s OUR story. I lay out the world before my players, set up a few hooks and things to peak their interest, then let them explore. I do not always have an end to the story in mind when we start, I let that develop more organically. Remember, I like the long haul! My campaigns have run, on average, 20 months (80 sessions). Of course I need to make sure my players are moving forward, so I do have bad guys making things happen in the world, but it is up to them to engage...and they will (after all, they signed up for an adventure, not the simple life). How they engage though is completely up to them, I adjust accordingly. And that is why I homebrew. A prewritten campaign is more linear. Many try to offer alternative routes to get from point A to point B, but ultimately, they must reach point B. Some players are good sports and will follow the path laid before them, while others will scream about railroading. Every player is different, and comes to the table for different reasons. I, myself, prefer the social interactions where I can build my character’s personality and develop their goals. I don’t mind battle, but that is simply a means to achieve a goal. Other players thrive for battle, to take down an enemy through martial prowess and conquer the field IS their goal. These two players approach a prewritten campaign differently. That’s where I jump off. Prewritten campaigns are not bad, most of the time they have really cool ideas and content (that I take inspiration from often). I just struggle to actually run one. I feel railroaded as a GM when I’m going through a book that tells me when, where, what, why, and how. Adding my own creativity into a story already laid out for me is rough, I can’t do it and keep to the story. Besides, it’s not just about my players having fun, I want to have fun too!
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When I tell others that I run a regular game on Tuesday nights, the first question I get is, “What are you running?” I do not always want to answer that question. A part of me is afraid to get the ‘look.’ You know the one. The one that says two things at the same time: You must want to be another (insert name of a famous GM here), and you must have a lot of time on your hands. Neither of these make me want to continue any conversation, but I don’t like to lie so I confess that I homebrew. Then the ‘look’ ensues.
Unfortunately, this also ends the conversation rather rapidly. I cannot blame them, what do they have to ask after that. There is no common ground to talk about what happens in a particular campaign, or how I handled a poorly written encounter. The only question I will get, when it comes, is “How’s that going?” I simply answer “Fine” mostly because it is true, but also I don’t really know how to answer that. I do not wish to bore them with the details of how I plan out a story or put together maps. I have been fortunate enough to have done this for some time now, so the time I put into it is minimal at this point. I’ve built a little tool box of encounters and characters to draw from (though name creation is a last minute thought). The biggest struggle I have in being a GM is the rules! Guilty! I do not know the rules better than my players, occasionally my players correct me. Sometimes I just like to have a ‘rule of cool’ over actual mechanics, but sometimes players struggle with that. Balancing this can cause one player to feel left out or another to have an extended time in the spotlight. Human nature says, “What about me?” It can be hard to sit back and just let others have most of the attention, especially when looking at their own character and getting excited to explore their background. I always attempt to weave (not always successfully) all player character backgrounds within the story, interlocking the people they know with the places they go. Over time, as trust among the players and GM grows, it will balance out, usually. This is why I prefer long campaigns. |
AuthorJodie Archives
March 2026
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