I just want to start off to say, I am very partial to homebrew campaigns. Pretty much every campaign I’ve run, whether it was DND or Fantasy AGE or otherwise, was homebrew. I love the freedom of creating my own little world tailored around my characters. However, as many DMs and GMs know, homebrews take a lot of time to prepare. With that in mind, I want to go over how I get away with doing as little work as possible for a homebrew campaign.
I am busy. No, really. I am very busy. My plate is always full. I work a job that requires at least 12 hours a day for 14 days straight (pre-COVID schedule, now it's more like 21 days, I digress), I attend online classes (sometimes multiple), and when I am home, I spend most of the time working on physical projects, catching up on home responsibilities, and practicing my hobbies (novel writing and digital art at the moment). That doesn't leave a whole lot of time for self care as it is, and even less time for building an entire world for a twice a month campaign (again, pre-covid. The last year has been once every other month campaign).
So I needed to streamline how I create homebrew campaigns that were engaging and fun, while also saving time for myself to relax. I suppose the obvious solution is to buy mods and run my campaigns from those, or even look up free to use ones. But I really enjoy homebrew more. Plus, reading that material still takes time and I wanted to streamline the process for homebrew to take even less time than that.
Alright. Obviously this isn’t a perfect system. It works for me and I constantly improve upon it, that's all I need. Here it goes.
Part 1: The Prep
Pick one interesting encounter topic/subject, like a monster, character, or event to base the entire campaign around. For example, a Spirit Naga, the mayor of a fishing town, or a flesh-decaying plague listed respectively.
Pick a settling that somewhat resembles your chosen encounter. Using the above examples; A temple monastery, a coastal town/river town, condensed bigger cities.
Pick a problem and a solution befitting of the setting and subject. Again using the above; Spirit Naga has fallen ill (problem) and needs adventuring party to gather medicinal herbs only found in goblin infested caves (solution), Mayor of Fishing Village has been integrating criminal folk (mobs, bandits, thieves, etc) into political positions to muscle good folk out of their land and retain office (problem) and adventuring party is asked to weed out and expose the mayor through infiltration and investigation (solution), and lastly several cities are experiencing plague running rampant in higher class societies but not lower class (problem) adventuring party needs to solve the puzzle that higher class citizens are being poisoned by mistreated lower class groups (solution).
Choose characteristics from the player's characters. This could be simple, like “afraid of water” or more complex like “lost both parents that were killed by a bandit named Drugal that was also the PC’s fiance but turned out to later be their long lost cousin, son of Uncle Randy who owns a candy store. Now if the PC sees chocolate they get sick.” It doesn't have to be negative either. It could be “father was a famous war hero.” Pick something you feel like you can work with.
Now we have something going here. I’m going to use the first example set. Encounter: Spirit Naga, Setting: Temple Monastery, Problem/Solution: Naga fell ill and needs herbs from goblin caves; PC’s (#1-3) in the game have the following characteristics: PC1 is afraid of water, PC2 can’t stand the sight of chocolate, and PC3’s father was a war hero.
Now we could run with this, but let's take it a bit further. We want this to be engaging after all. Let's think of a secondary problem/solution. So for example, the monks in the monastery believe the Spirit Naga has become ill because of the unrest in the surrounding area. However what really happened, and what the PC’s may or may not find out, is the Naga is being poisoned by the head monk for personal reasons. The PCs need to uncover the head monk’s secret stash of tombs detailing poisonous plants and concoctions, find remains of dried up powder in a pestle and mortar discarded outside, and/or hear rumors of the head monk taking exceedingly longer walks for the past few weeks and he has been late getting to his daily group meditations as of late.
Now here's the kicker, I mentioned the PC’s may or may not find out. One of the main things DMs/GMs will complain about is their campaign being derailed in some way. Not I. I almost encourage it. Because it gives you an opportunity to evolve the campaign in more ways than you could have on your own. PC’s go into the cave, find the herbs, treat the Naga but ignore the nervous head monk or the concerns of the others or even didn’t realize that while the herbs may temporarily relieve the symptoms, the Naga is still being poisoned and now the Head Monk knows he needs to change his tactics to get the job done. This could have drastic effects for the PC’s later.
Alright, I’m getting ahead of myself. It’s easy to see with just a little bit of information, the imagination can fill in the blanks rather quickly. That’s perfect.
Challenges
Alright. Now we have a good base. Time for some XP challenges. The objectives themselves make two challenge opportunities, solving both problems in creative ways could score your players massive points, that will be decided by the DM’s/GM’s discretion. (I’m just going to use GM for now, since it is more widely used in all RPGs). So let’s talk monsters.
Now I personally like awarding XP for roleplay and outside-of-the-box thinking. It gives positive reinforcement for players to do more than ‘roll-hit-damage, roll-miss-play on phone.’ So I tend to keep battle encounters few. However, that’s my preference. How I choose my monsters/encounters is below.
Think of setting (monastery/goblin cave), encounter objective (naga) and your characters characteristics. What kind of interesting characters/monsters would be in this area and come in contact with the players.
Encounter objective (naga)
Now remember your PC’s characteristics
The herbs are on the other side of an underground lake in the cave (remember not all encounters have to be monster battles), and PC1 is afraid of water. Time to think outside-the-box
A traveling bard wants to tag along in the PC3’s quest because he wants to witness the child of the great warrior of stories past.
A chocolatier’s wagon got ransacked by the goblins and took his cook wear, and product into the caves. He pleads to the adventurers for them to retrieve his belongings.
Those are some solid encounters and you don’t have to flesh them all out. Just use the ones you don’t use as backup if the campaign is going slowly or you want to have more things happening. The point is to just have a few possibilities written down and move away from it.
Names
If you have a computer or tablet the next part is easy. Keep tabs open on your favorite NPC generators or name generators. If you don’t have those assets. Then I would write down a few names, personality traits and possible occupations. This will just be for quick reference if you need a name for someone who pops up.
Hook
Lastly, you’ll need your hook and you're golden. I usually write my hooks on the PC’s characteristics. Let's use PC3's famous father.
A monk stops the party traveling through. He points at the sigil on PC3’s chest. He exclaims, “PC3’s Fathers Name, it’s you! Please sir, we need your help. A terrible calamity has befallen the monastery.”
I’ll be honest, this is about as much as i’ll prepare for. You can prepare more or less. I will stop here. Sometimes my prep is even less than the above and I just go over what I think may happen in my mind, and possible scenarios that could happen while I am doing other busy work. The rest I improvise. The better your improv skills, the less you need to prepare. I might find a few images to keep up on my computer screen of certain things to describe the scene more accurately, but the rest comes from my players. Let me explain.
Part 2: The Game
Here we are, game night. I’ve barely prepared and my players are ready for an adventure. I’ll set the scene first then come in with the hook. Now the players are headed towards the objective and I’ll ask. “So, what is the (enter building/place/thing here) called?” Yes, that's right. I just asked the players to name a feature in my world. This can get ridiculous, so use this wisely. If your players are more on the crude side, and that's not what you are going for, don't ask. Unless you like stuff like that, then go for it! Or just make something up ahead of time when you have a moment for it. But if you know your players well, it's a good practice to invite your players to create the world they are adventuring with you. It also helps them be more invested in the story, setting, or person.
I had my players name a side character that was only merely meant to deliver a message. However, none of the players would ever let harm come to Little Jeremy. They would find odd jobs for him and only allow him to stable their horses when they were in town. When the town was attacked by a band of Kobolds, they were worried about Little Jeremy and made sure he was safe, so much so they ignored the glaringly obvious direction of the campaign. Which isn’t a bad thing either. It was important to them and, in a way, important to me too.
Connections are wonderful in any roleplaying game. They can really make a game special and memorable. Allowing players to take part in the creation of the world and its inhabitants can also help establish connections between player and game. So when your party seems particularly interested in a certain NPC, positive or negative, play it up. Keep building on that character and integrating them into the weave of your story.
I could honestly go on and on about letting players name things, determine direction and what to focus on. However, how much wiggle room you give your players also corresponds with how good you are at adapting and improvising. I feel I am fairly good at it enough where I can get away with having a vague outline of the game, a few characters pre-thought up and some descriptive text here and there for me to read out. Also, if i'm feeling adventurous, i’ll do a little physical assets for the group to use.
Now I haven’t gone over ability checks at all. That is because I wanted this to be adaptable to any RPG. Honestly, a good understanding of the rules of the RPG of your choice does help so you don’t have to refer to them constantly when you are doing your quick set up campaign. I mostly use the easy-impossible ability check chart that’s in most games for situations when they pop up or I have a feeling like I should do a check for whatever reason. Very rarely will I pre-plan a check unless it's an obstacle I want to plan out. Like a trap or a tricky encounter where a lot of ability checks may be needed to determine the outcome. For example, crossing a body of water would be exceptionally difficult for PC1 since they are afraid of water.
Part 3: Enjoy yourself
It’s alright if you prepped for a campaign and it didn’t do as you planned, and it's alright if you didn't prep at all and now suddenly you need to produce something. Just be honest and work through it. Sometimes you need to just call it and play a board game. Sushi Go, Fluxx, and Cards Against Humanity are our go-tos when a game gets frustrating or the players/myself are tired and cranky from the long day/night. Maybe you tried my streamline and it turns out it wasn’t enough and you found yourself stumbling and your players bored. That's okay! You won’t know where you are till you try it. You won't know where you need to improve if you don’t ask either. Maybe you didn’t realize it but your players might feel like they can’t do anything that isn’t in your mind and it's not fun for them, or maybe they feel like the fights drag on too long and there are too many. Keep an open communication and don’t get too upset if they have negative criticisms, it's meant to help you be better and grow.
I said I don’t mind if my players go against the grain. That’s because I want them to have as much fun as I am having. The game is meant to be played and shared and I don't want to bog it down by denying everything or hindering them by making challenges too hard or trying to kill their PCs. So whether you detail out the entire campaign, outline the basic points, or have a happy medium of the two, the takeaway is to have fun and enjoy the game.