
AsakuraCamui |
Hi everyone - I'm extremely new at this (both GMing and posting in Paizo), so please forgive me.. Well, the thing is, I have a group of friends that I play Pathfinder with every week. Almost everyone in our group has been a GM at least once (my twin even started a campaign based on the anime Slayers, and it is her first time).
Anyway, my point is that I am thinking about starting my own campaign someday, and I had some questions about what I want to do.. Mind you, my friends can help me with the nitty gritty, but I had another kind of question.
So, my question is:
I have an vague idea on what I want my campaign to be. I'm thinking that it will be in a world I make up, and my character can be a True Neutral baby Dragon. Now, hear me out. I was thinking that the PC's will find my Dragon egg, my Dragon hatches, and sticks with the group. Some how, I'm thinking that this little dragon will get the group involved in a series of quests that will throw them into something larger, and depending on how they do things, it can turn into a good or evil campaign.
I guess I am wondering how I can achieve this. How can I GM a neutral (I guess?) campaign, where the characters actions are heavily influential?
I'm wondering if this is too much for a new GM's plate, and if it's even a good idea.. Should I even bother? Does it sound stupid? Any feedback and advice is HIGHLY appreciated. Thank you everyone!

Moondragon Starshadow |

When you say "Extremely New", that almost always disqualifies homebrew campaigns. It's just too complex and too time consuming. I'd HIGHLY recommend you do a simple pre-made campaign, get used to the rules and characters.
Should that go okay, then do your homebrew campaign. I would almost never do a homebrew campaign on the first go at pathfinder as there are simply too many rules and situations to do it right.

Wizarddog |
2 people marked this as a favorite. |
I recommend doing some small adventures that may not be connected(at first) and let the players and the situations pan out(via roleplay) before you make a commitment to some great story arc. You might find it more enjoyable and the players more likely to lead the story where you want.
One thing you have to watch for is not to make this GM creation (neutral dragon) the center of the campaign. You are not a player, your the storyteller/referee/game master. If the story revolves around you, your players will not be interested. The dragon, just by how you described it as "your character" already sends red flags up for me.
If you want the dragon to be the center of the campaign then you need figure out why the PC's should care about this creature and why is it important. Is it the last dragon? Is it part of a prophecy? Is it the calling of the PC's to protect it? What will happen if the dragon dies? What will happen if the enemy gets hold of the dragon? Give them motivation.

Scythia |

Running a game of your own, especially one set in it's own setting, can be alot of work. Also, it's important to remember that players are unpredictable. The more choices you give them, the less chance they'll do what you expect. If you're okay with these two things, then give it a try.
A newly hatched dragon that is basically unaligned, you say? Are you planning for this dragon to be a sidekick and tag along? A Jimminy Cricket like mirror of the party's actions? Is it a major plot point, or a mascot? It's important to know why the dragon is there, and what part they play in the setting/story. Figure out what you're trying to do before you worry about how to do it. Also, while I don't think there's anything inherently wrong with a DM controlled party helper, you don't want to make it the best, most awesome thing ever. Let the players make their choices, and fight their own battles. Never put them into an unwinnable or otherwise impossible situation just to have the dragon save them, that can create resentment. It's a fine line between a plot requirement character and a party burden, nobody likes escort quests with a fragile or careless npc. In summary: If you're going to require the dragon to be with them, try to make it an interesting character, but don't overshadow them, or get in their way.
Other than that, have fun and just try your best. Everybody who is a DM now was a beginner DM at one time. The best lessons for it aren't taught, they're experienced. There's all kinds of players and games out there, so you'll learn for yourself what kind you like to run. Some people like to plan out elaborate dungeons with precise maps and five layer contingency plans, others just scratch down some npcs, a couple monster stats, and freeform the rest based on what their players do. The only wrong way is the way you and your players don't have fun.

AsakuraCamui |
Oh wow, I wasn't expecting responses so quickly!
Everyone has a point - I am definitely jumping the gun when it comes to making things up from scratch... Truthfully, I am pretty scared about all of the work, hehe. So, I'll keep that in consideration. (Note to self: Use a pre-made world first, work my way up).
As for the Dragon.. It is just a work in progress, but I was thinking that it would be more of a side-kick character. I have no intentions of having it take the spot-light whatsoever (I already know my friends wouldn't like that, lol). And by taking spot-light, I mean not letting it become an insanely powerful character. Even when it grows and gets bigger, it might still decide to not get involved in fights (since it's TN and all).
I figured that the Dragon would be an interesting plot twist.. Such as, the adventurers find it and decide to raise it, or if they don't decide to, the Dragon follows them anyway. Since my group is usually pretty morally-ambiguous (borderline evil, lol), I thought it would be interesting to throw them in such a situation where they actually have to think about the consequences of their actions - like how the little Dragon will be influenced by their actions, like how a child learns from it's parents.
I could use this Dragon to further the plot - like maybe people are after it, it's a connection to Gods, or something like that, but I guess I was just thinking about something like that to make it easier for me to make plot. ^^;;
If the Dragon shouldn't be the center of plot, I can have it be the center of a small sub-plot, see how that goes, and work from there.
And I don't usually have to worry about my character's being awesome, I'm not the greatest at maxing out my characters Dx
Thanks again to everyone for their advice and criticism!

Mage Evolving |

I would recommend using a pregen campaign as a launching point.
I recently used the shackled cities adventure path to launch into my own city based campaign. I was able to use the first book of the adventure path to transition into a campaign that I really wanted to run. This gave me a world, Maps, a city, and NPCs that I could draw upon easily to fit into my own world. When I disagreed with how a NPC would act or wanted to add something to the story I made changes accordingly.
This might be the easiest way to go with your campaign. 40% pregen 60% original material.

AsakuraCamui |
I would recommend using a pregen campaign as a launching point.
I recently used the shackled cities adventure path to launch into my own city based campaign. I was able to use the first book of the adventure path to transition into a campaign that I really wanted to run. This gave me a world, Maps, a city, and NPCs that I could draw upon easily to fit into my own world. When I disagreed with how a NPC would act or wanted to add something to the story I made changes accordingly.
This might be the easiest way to go with your campaign. 40% pregen 60% original material.
That sounds like a very good idea! I'll have to look through different campaigns. I'm not quite sure yet what kind of setting I want yet, but looking through the different ones would probably help me out greatly :)

Adamantine Dragon |
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Asakura, I'm not attempting to rebut the advice you've been given about not starting with your own campaign world. It is a lot of work and if you don't have a ton of free time you will probably end up with some large gaps in your campaign.
But having said that, I was running my own campaigns in my own campaign world within a few weeks of being introduced to the game, and I'm still running campaigns in that same world today, using many of the same maps and content.
It can be done, it just requires a certain sort of compulsive dedication to doing it, and the time available to spend on it. I used to work as a night drive up teller and would draw maps and write up campaign notes as I was between customers.

Scythia |

Asakura, I'm not attempting to rebut the advice you've been given about not starting with your own campaign world. It is a lot of work and if you don't have a ton of free time you will probably end up with some large gaps in your campaign.
But having said that, I was running my own campaigns in my own campaign world within a few weeks of being introduced to the game, and I'm still running campaigns in that same world today, using many of the same maps and content.
It can be done, it just requires a certain sort of compulsive dedication to doing it, and the time available to spend on it. I used to work as a night drive up teller and would draw maps and write up campaign notes as I was between customers.
Having a night job can be great for that, I'm at one right now, where I often plan and write things up.
I agree, I think it's entirely possible to start and learn running your own setting. Custom campaigns are what I prefer to run, and to play. It shows when the DM is invested in the setting.

mkenner |

Like many of the people here, I also started GMing by creating my own world. I love it so much that every campaign I run, is set in a completely new world that I create (probably wouldn't recommend going to that extent though).
The important thing to remember, particularly at the beginning, is that you can create your campaign setting without creating an entire planet. Islands, valleys, peninsulas and remote areas can be your friend. You can always expand later once they have a reason to venture out of your starting area.
Personally I find it easier to create a new world from scratch, then try to read, remember and interpret a pre-made setting like Golarion. You don't have to build your own worlds, sometimes it can be a better idea to use one that's already built for you. Just remember that you do have options.
Also finally, your first game doesn't have to be perfect. You're learning and your friends will understand that. Do your best and don't let it stress you. 20% of the effort will get you 80% of the way there. I've now spent the last twenty years trying to finally get that last 20%, and I still haven't run a single "perfect" game.

Kolokotroni |

Asakura, while I echo the idea of getting some experience with published material first, mostly that advice is comming from experience. Many of us ran our own stuff first. And looking back on it, it was a mess. Running a campaign is sort of like writing a book, while directing a movie, while running an improve comedy show, while refereeing an american football game. Its hard. Luckily there is usually no penalty for making mistakes (sometimes your friends might be a bit annoyed but thats about it).
All that said, many of us started gming with our own campaigns. Its only now in my adulthood that I use published adventures, and honestly thats more a consequence of lack of time, then choice. So if what you want is to make your own world, go for it. Just put in the work to lay things out BEFORE you start the game. Nothing is worse for a campaign then a long delay because you have to work out whats going to happen next. Once you start, you want to play regularly, so the players keep the game fresh in their heads, remembering whats going on, and what the various relationships are.
So my advice, like others, run a few published adventures first, get used to some of the aspects of gming, and in the meanwhile work on the campaign you want to run, then when you are ready, start up your adventure comfortable and confident, and with a good idea of the style of game you like.
Now on to your idea
So, my question is:
I have an vague idea on what I want my campaign to be. I'm thinking that it will be in a world I make up, and my character can be a True Neutral baby Dragon. Now, hear me out. I was thinking that the PC's will find my Dragon egg, my Dragon hatches, and sticks with the group. Some how, I'm thinking that this little dragon will get the group involved in a series of quests that will throw them into something larger, and depending on how they do things, it can turn into a good or evil campaign.
I have some concerns here. You say 'my character'. I would strongly recommend you examine what you mean by that. As the dm, the story should not be about your character. You have many characters. You in fact control all the characters but the PCs. Obviously some npcs will be important, but its really important to distinguish between Player Characters and Non-player characters. Its a big red flag when a gm says 'my' character. Because its very easy for the gm's characters to hog the stoplight. If the dragon is always present and the adventures are always about the dragon's life, goals, enemies, and desires, its going to be VERY hard to keep giving the player characters the spotlite and allow them to shine as more then sidekicks to the dmpc. Trust me I've seen this many many times. And even good intentions can leave sour feelings in a gaming group. DMPCs are VERY hard to pull off correctly.
I guess I am wondering how I can achieve this. How can I GM a neutral (I guess?) campaign, where the characters actions are heavily influential?
I'm wondering if this is too much for a new GM's plate, and if it's even a good idea.. Should I even bother? Does it sound stupid? Any feedback and advice is HIGHLY appreciated. Thank you everyone!
And adventure that begins with the players finding a baby dragon can work. The important things to consider is the why, and the how. Why to the players care about this dragon? Why would they help it? Why wouldnt they help it? Are there cultural influences? Is this a sort of 'how to train your dragon' situation where dragons are deeply ingrained in the regions culture? Are one or more of the pcs tied through their back stories to the dragon? Maybe one of their ancestors was a 'dragon knight' or some such thing, and this little hatchling is the descendant of that dragon.
Then there is how. HOW do the players help the dragon, how do they find out what needs to be done, what needs to be done? Is there an evil dragon out to whipe out the last of the little dragons bloodline? Does the little dragon hold the key to using some powerful artifact that could be used for ill or good, depending on who brings the dragon to the great temple at the [insert important time here]?
Its ok to want things to be player driven, but open ended games like that need to have alot of filled in details for the players to muck around it, you need motivations for all the characters involved, and consequences for the world at large. Then you need to work with your players to tie their characters in with the world so they are personally motivated to do whatever it is that needs doing. Just make sure to remember the story isnt about the npc dragon, its about the players helping the dragon.
Like I said it can be a sort of daunting task to run a homebrew game. But it is doable. And I strongly recommend you not abandon the idea if you are excited about it. Being excited to run your game is absolutely crucial to success.

Tormsskull |

I also agree that making your own stuff as a new GM is completely fine. Often times, it is better than running a pregen in my opinion. Having said that, reading over a pregen to get an idea of what type of elements are in a campaign world is a good idea.
I would completely ax the dragon idea, or at bare minimum, make it's influence incredibly limited. Don't think of any of the NPCs as "your character". That is an incredibly common mistake for new GMs.
Try to keep things very simple, nothing earth shattering or world altering. Start the characters off at level 1 and let each player learn from the ground up.
Best of luck.

Cyrad RPG Superstar Season 9 Top 16 |

If you really want to make a setting, start small. Start local. Only build what's relevant or common knowledge to the players. The best place to start is the starting town and nearby areas.
If you want to use your dragon NPC, it might be best if he's a macguffin. Maybe eating the dragon's heart can bestow eternal life, so the forces of evil seek him. So, the adventurers have a choice to either give him up or journey to the homeland of his kin. The movie Willow is an excellent example of using a character as a macguffin in a way that does not steal the spotlight from the heroes.

Kolokotroni |

The baby dragon idea isn't a bad one...a dragon is a potential incredible ally...keep in mind, dragons age and grow incredibly slowly!
http://www.d20srd.org/srd/monsters/dragonTrue.htm
This is also true. Another option, is the Genius Guide to the Dragon rider a 3rd party product by Rogue Genius Games. In that a dragon (could be a baby if its one of the ones that start small) bond to the dragon rider (like an animal companion) and they grow as the rider levels up essentially speeding up the aging process (one of the reasons given that dragons choose to bond). It would be a good way to use the dragon idea without making overshadowing the pcs if someone is interested in playing a dragon rider.