- Joined
- Oct 7, 2017
I'm gonna be wrapping up the campaign I've been running next week. Since this is my first game, here's what I learned.
-Be sure to set solid limits: I basically gave my players a small fort and I then gave them a bunch of other things over the course of the campaign. To the point I underestimated my players and the shear amount of resources I gave them, so they ended up wiping the floor with most of their fights save for the one against a literal dragon and an evil wizard and even then the fight was over when their ship finished aiming at the dragon and levelling it while it was escaping.
-Homebrewing only takes you so far: I tried to set up a homebrew that matched my world's magic system better than DnD's system, however DnD has magic so deeply integrated into its system that I would have had to ban half the game's base classes to implement my system. So I simply ended up making things that contained spells in them and let the game's classes be.
-You won't use all of your notes and plans: I had the good sense to not railroad my players, but since I was aiming for a monster of the week kind of deal early on, I had an outline of bad guys that would try to attack or invade the fort. However, since the players developed their own plans I simply used those to plan out next week's campaign. So those notes will probably find their way somewhere else.
Overall, if I am to run another Tabletop game, I'll try to go for a smaller scale campaign or one where the PCs aren't tied down to a single place, so they can travel around and if they want to establish something they can do it of their own volition.
-Be sure to set solid limits: I basically gave my players a small fort and I then gave them a bunch of other things over the course of the campaign. To the point I underestimated my players and the shear amount of resources I gave them, so they ended up wiping the floor with most of their fights save for the one against a literal dragon and an evil wizard and even then the fight was over when their ship finished aiming at the dragon and levelling it while it was escaping.
-Homebrewing only takes you so far: I tried to set up a homebrew that matched my world's magic system better than DnD's system, however DnD has magic so deeply integrated into its system that I would have had to ban half the game's base classes to implement my system. So I simply ended up making things that contained spells in them and let the game's classes be.
-You won't use all of your notes and plans: I had the good sense to not railroad my players, but since I was aiming for a monster of the week kind of deal early on, I had an outline of bad guys that would try to attack or invade the fort. However, since the players developed their own plans I simply used those to plan out next week's campaign. So those notes will probably find their way somewhere else.
Overall, if I am to run another Tabletop game, I'll try to go for a smaller scale campaign or one where the PCs aren't tied down to a single place, so they can travel around and if they want to establish something they can do it of their own volition.