VENTING: I'm the DM for some very experienced players. In session zero, they requested to be in Faerun. They assumed the Sword coast and I started them out in Thay because frankly, I knew they would argue with me if I got ANY detail wrong in Waterdeep (that npc wouldn't have reacted that way, why can't I talk to this person). There is much less lore in Thay to argue about. I gave them player agency - one wanted an order of paladins - Included, another wanted to get rescued by Fae, included. Anyway, one of the players took this setting change as a personal attack instead of an interesting reveal. He needs some therapy. He was completely disruptive for the rest of the game (session 2). Post-game talk - he just wanted it his way. I was like... do you want to be the DM? I'll play if you want to DM. But you know too much about that area (you prove it by this conversation) and I have to put in some mystery for this game or you will just be on rails. What is it in the Sword coast that you can't do here? He never answers. By the way, I'm not in HomeBrew. I have a sourcebook called "Thay: Land of the Red Wizards" and one of the Authors is Ed Greenwood. I even told them about the book early.
I first I read that at “VETING” and so the comment made even more sense. I feel for you, especially as it seemed like you put in a lot of effort to make an original campaign. Feels like you couldn’t win either way. I for one would have been so excited to explore somewhere other than the sword coast. The lesson from this comment is: are the people you plan on playing with people you actually enjoy the company of. No D&D is better than frustrating and mean D&D.
One of the most fun homebrew campaign I played in, involved creating characters in a familiar setting not knowing that halfway through the first session we were hurled through a portal to the homebrew setting.
This is a good summary video of my line of thinking for a homebrew campaign I am developing for a handful of players who are not heavily into the roleplaying or character backstories. A sort of "That's what I was thinking, but you said it better" type of thing. I consider the whole lack of interest on my players part in the nitty-gritty to be somewhat helpful actually, because I don't have to come up with all the details and can be a bit fast and loose. "There are fourteen gods... Well, I have only named and made bios for five, but trust me, there are fourteen, those five are all you need to worry about right now, if that even." I have taken inspiration from the Temple of the White Rat out of T. Kingfisher's Saint of Steel series and decided all the characters are being effectively employed and used as special agents by a religious order. This is good because they don't have to role play first meeting, but they can also be assumed to only have vague knowledge of one another as "those other people the clergy have been sending on missions" prior to being formed into a sort of A-Team for the leader of one of the monasteries. (Which also gives them a convenient home base and assorted quest givers. No taverns required.)
I really like the ideas you’ve got here! I think the most important thing is gauging your players interest in the depth of the characters and the world. If they’re there to play D&D as a bit of wish fulfilment that’s totally fair, but if they’re want to actually play a character it’s the DMs job to help facilitate that.
This is what I’ve done previously, then added or changed certain elements as and when needed. It’s nice to have the confidence knowing what is around the corner, but also having the flexibility to alter things
I've usually created small information nuggets and inserted them in the form of 'books' found in their adventures. They don't even have to pick up the book, it's not essential or even relevant to the mission. But if they read it, or even build a library of them, they end up creating their own plot hooks! It was even the case that they went after characters in one they were interested in, to ask where the enchanted 'sphere' was imprisoned, but it turned out the whole thing was a work of fiction. Heh.
I LOVE this! It’s creating kinaesthetic fictional objects like that that really resonates with me as a DM. I want the players to value their imaginary possessions. Definitely stealing this if that’s ok?
You may have over promised and under delivered with that last bit. If I'm getting this right the player found a book mentioning something they thought was interesting, they then searched for it only to be let down by it being fictional. You may have handled it well, in which case please ignore me, but I'd be careful sending players on a wild goose chase like that. It may result in them no longer engaging with the information you give them. Not necessarily saying it was a bad decision, but it takes some skill to pull off.
What I did with my lore for my world is that I kept the lore broad and brief. Short summary of why the world is as it is right now when the campaign starts. It doesn't need to be super fleshed out, as it will slowly get richer as the party have their adventures in the world. Build the details of your lore with the partys role playing. Also, keeping the lore brief and short allows for lots more flexibility for you as a DM to improvise without clashing with the established lore. The lore of my world takes at most 3 minutes to read, that's more than enough to get started.
i left it all open to my players. they told me back stories and i built the world to incorporate them. i don't care what they do. if they choose to bugger off and circumnavigate the planet they can. there is a big bad happening but it's nota threat they could ever take on until level 17, it will always be there growing. with everyone on the planet still wanting their own goals while an impending doom is approaching. they started off taking job flyer's off a Guide Post at a 3 way road crossing, i asked them to please jump on to that one ask. "decide if they want to take the job" that's all i asked them. there is a Loxodon a Sharkin and a Changling, the town they went to had an issue but it was being caused by a creature that also had an issue so from there all game info has come from PC's they only got a map once they received it as a gift in game from the hag they helped. her knowledge left it open for me to lore drop then. her gifts to them were based on tid bits of past events that are part of the world, they might have heard about the great incursion 800 years ago but she told them more about it when describing the pendant she gifted one of them. "owned by the last elven warrior as she died bravely against the death slaadi in the defense of the ancient city gates , now re-named after her..." I hthen said that if you have traveled to the capital you pasted through those gates not knowing the reason for the odd name ( Aranvana's Stand) the slaadi were the Great incursion but 800years along ass time and probably not remembered well other than fire side tales more bull than not. BTW the loxodon is the only one of his kind on the whole planet and is actually from ravinca, there was this thing with Zuggtomy and he got sucked into/out of the material plane where ravinca is/maybe was ( haha) and dropped into our campaigns material world.
I'm planning on running a reduced-magic world with a different economy to standard dnd. I'll be running a Pound/Shilling/Pence sort of monetary system with gold taking the place of pounds, copper being shillings, pewter (custom coinage) being pennies and farthings, and silver, electrum, and platinum taking up other roles in the monetary system the only other thing is that it'll be prep-heavy with a high focus on the time in town investigating but also stocking up, and general sandbox world exploration. by reducing magic from "everything everywhere (all at once)" to "slightly costly, can be done for a price" where magic is doable and used but not often for most stuff. for example, magic leaves an aftertaste on food and leaves a sort of sheen on items produced with it, magic healing is still used but isnt overused because it causes psychic illnesses or a staticy feeling for a fair while. the party could still be 3 wizards and a monk, of course, but the rations they can get are only a certain quality unless they want to pay more for rations that only really store well for a week or so
Working on a new homebrew campaign after long contemplating if I should switch to pre-written settings instead. This time, I've started with telling the players a few one-sentence vibes of the world, region and plot, and asking what kind of character they'd like to play, then matching their wishes with stuff I have or would like to put in my world, in a way we both find interesting. So far it seems the players enjoy listening and contributing to the lore, as everything discussed relates to their desired fantasy. Granted, since I'm running the world-as-character as an experiment, the intricate depth of the world isn't made any more important to the players than their fellow party mates' backstories, so the design goal is kinda different from the one in this video.
I LOVE the collaboration you’ve instilled. That’ll definitely help the players feel invested and confident in navigating the lore and social aspects. Home-brew is great, but pre-written does have its uses, mainly to help you format a campaign, notes and encounters.
One of the best campaigns I ever played in, we each had to come up with a country and culture we were from, and then the DM put them into his map. Every player was an expert in their character’s background lore. It was awesome.
Building your own world and revealing it one encounter at a time is far simpler than using a pre-existing setting with two dozen books written about it and then trying to get the lore right.
For context: All these problems are exactly the same with a group of players that start a campaign in a published setting that the players aren’t familiar with yet. But good published adventures have done some of the work for you already in helping introduce a group to a new setting. This is why I like to introduce new groups to my setting in a town that didn’t exist yet. They are immediately connected to it as their relationships and backgrounds help create the kind of town it is. Then when they go beyond it, they come to the cities and mountains and forests of the rest of the setting. Their second campaign or oneshots will start elsewhere in the setting, now familiar to them. So it has gone with multiple groups. It’s been very effective!
Completely agree, if you’re buying a pre-written adventure you’d hope there was a section to induct your player characters into the setting. This is why the video is titled the way it is, so newbie home-brewers can better facilitate the introduction of players into a world the DM has been living in for potentially hundreds of hours. Hopefully this advice goes for introducing players to a pre-written adventure too.
I'm currently playing in a homebrew dnd campaign with my closest friends. We have the opposite situation - DM seems to forget that this is his world and we literally still don't know what's the difference between his lore and DnD common lore. Yeah, we have different names for continents, countries, gods, etc, but in general it looks like it the same faerun we all know. What is the purpose of having your own lore if the entire campaign could be done in whatever setting? Also, we are just in the beggining, but through 5 sessions all we do is run from one dude to another and try so solve "mystery assasinations". We ask a guy - he sends us to another guy who sends us to another guy and this is all we do. DM told us that he moves pawns behinds the screen and the world is living it's own life while we zoom around. And whenever we have a game, it seems the DM wasted 900 hours on worldbuilding , politics, religion , etc etc and put it in an encyclopedia, while he barely manages to move the plot itself and interact with players. As you just said, if you don't want your characters to influence the story, JUST WRITE A BOOK
I totally get this. It’s having a homebrew campaign for the sake of having it. With my own games, I’ve tended to set them on an island off of the sword coast, so characters are knowledgeable about the world, but not necessarily the specifics of the local area. I think if you’re doing a whole new world, go big. It needs to be obviously different, whether that’s the climate, civilisation or culture. By telegraphing those identifiers, your players can assume more and feel confident about interacting with it.
Hmm… I mean, I have this level of prep in my own homebrew campaign I run. (Super overprepped… but I enjoy it). And yet, my favorite thing is when the players engage and interact with and change the world around them. I love seeing their reaction when something they improv immediately becomes canon, or when they revisit a place and see how everything has changed for better or worse because they had been there.
What a great idea -- I'll write a book my players can read so I don't have to lore-dump so much. 😆 Absolutely "start small" is the number one piece of advice for everyone. All you ever really need to know is just a little bit more than the player. And letting them make some of it up is just smart. It saves you the effort and makes them more likely to remember it and care about it in the long term.
Exactly, this is why it’s good to have them as travellers to a new land, so you can populate it as they explore, rather than then knowing every corner. Your cleric having a crisis of faith? There’s an abbey over the next hill
@@Grey-Wolf-Adventuring I think the advice is good for starting out. One thing I would say is when I did this I had quite an in-depth homebrew world with lots of lore already built, but in order to jump the learning curve for players I put in some preparation before the campaign began. Luckily I had a group of players who were interested in this sort of gameplay, they wanted to find the lore, so that's an important thing to hash out first, what kind of game are we playing. Then when we did our session zero's I talked to each player individually about what character they wanted to play and we came up with a section of the world together, so their character lore and place in the world was something they had helped to build, which just gave them that extra level of investment in the world and the story. Basically I think the only missing thing is your players don't have to go in blind, and they can help to build the world with you, include their character backstory and ideas into your lore and incorporate it together, it's not a novel, it's collaborative storytelling.
Excellent video! I’ve only created two campaign worlds and learned a lot from mistakes developing the first one. The idea of everything being original and different is too tempting. #1 was an absolute ridiculous failure. For a decade I just ran campaigns in the premade settings and learned more about what to do, but without duplicating and parroting. I wanted a world for all my favorite TTRPGs. It’s weird, wild, and wondrous, with enough expansion room. The main difference in my approach is that whatever I changed or added had to benefit the players, characters, and/or story in some way without diminishing existing usefulness.
Thanks so much! And you’re right, you can always expand out. In fact, player will feel super useful and rewarded if they get to the point where they’re exploring whole new continents or islands!
Start small is the best one for me, I just give as much lore as my players want and sometimes like once every 3-5 months or something like that I write a doc of 1 or 2 pages with important lore that will make you understand better what's happening, but if you don't read it it won't be a problem since is completely optional. Reading it may change the perspective about an important npc tho. We've been playing for a year in this linear campaign and my players are invested not only in their characters, but the lore and world around them. Even if there are some inevitable events since is a linear campaing, they are always the ones to decide how to solve it or what to do next.
Love this. Good job making it an opt in choice rather than just monologuing lore to your players that might not be interested. They’ll be much more receptive to finding out the history on their terms, as opposed to front loading it in massive chunks.
When i started my homebrew campaign i first set up this giant dokument for my players, it was kinda messy as i hastely made it in the midst of having a lot of university work to do. But it gave a generall overview over a lot of important information: Firstly i had a explanaition of how everything works, the nature of the setting and its metaphysical laws. A world map so that they could identify where mentioned places are in relation to one another. Some recent history. An overview over the native races and their cultures aswell as recent histories. A list of the deitys and entities most commonly worshipped in this worlds religions. And a couple other things. I also let them have a say on the world, for example i made a race of tribal mutating sea people (mechanically its a simic hybrid reskin) whos naming shemes i orriginally wanted to base on ancient greek, but one of my players who choose that race made up his own naming sheme wich we now use since it is simpler and more fun, so i retconned the greek-ish names of the seafolk cities on the map as names that other cultures gave them. I made simmilar changes to other aspekts of my world so that it fits my players better. The biggest realization i had is that this is not just my world but theirs too. The first twosessions where basically just a big setup i more or less guided them through, they could do whatever they wanted but they had a clear goal in terms of their mission, "get to the ab!ndoned temple, retrieve the magic scroll, give it to the guy who will pay you" after these two intro sessions i let them explore the world freely giving them a goal in a location on the map that they should try to reach in arround a month in game time, so they are currently on a whacky journey through the wilds of my weird world getting tied up in all sorts of shananigans on their way to reach "Cloudpiercer Peak".
1. The audio, both in quality and ratio of volume speech to music, is better in the outdoor sections. Idk how to fix that, but I‘m sure you will. 2. When I started my current game, I gave my players a short summary of the creation myth the people of that world believe in. That helped one player to tie his character backstory and motivations closely to the lore without needing to know all the mechanics behind it. 3. I also gave an overview of the stereotypical member of every species and what professions were limited for various reasons. This included non-playable options. It was basically a quick overview of the cultural and political side, without making things too complicated. 4. I think it‘s better to be open about what kind of story you plan to be telling. Even after stating upfront that I was going for a „souls-like“ with pretty much every consequence for failure except death, one of my players still managed to have his character go through a crisis after finding out he can‘t die. Then again, that was the third time in a row a character of his accidentally lost his motivation as a consequence of the story (it‘s a talent 😂). 5. Pedantic: Curse of Strahd is not a pocket dimension in the Forgotten Realms. Curse of Strahd is a module, the setting is called Ravenloft, but the name of the land is Barovia. It is a Dreadrealm within the Shadowfell, and connected with the world of Greyhawk, even though it originated from the Forgotten Realms; because the Plane of Shadows (with which the Shadowfell is combined) connects throughout multiple worlds. The Forgotten Realms are also not a setting but a world, the usual setting is the Sword Coast on the continent of Faerun; but don‘t mistake the world for being the planet, that is Abeir-Toril or rather just Toril at some point, just like how the planet of the world of Greyhawk is Oerth and the setting there is Ravenloft when you play the module Curse of Strahd. I‘m mainly just pulling your leg in the name of making things complicated xP
Thanks for the audio point outs and for the whole comment. It’s nice to hear someone else’s perspective and you’re also right about the curse of Strahd stuff!
So here's my issue: The reason I want to use my own world is because I'm kind of tired of the standard, out of the box D&D settings like FR, Greyhawk and Eberron. Even a setting like Critical Role is a very similar take with just a few different names for the gods, but most of them are just high fantasy where there was some sort of divine cataclysm that wiped out a powerful empire. So as a result I created a different take on the divine and how the universe works, now it might turn out to suck (I fully accept that), but it also means I can't drop the party in a tavern completely oblivious to the 50,000 ft, high level view of the history of the world, especially of a player wants to play a Cleric/ Paladin type character who needs to understand (again at a high level) how gods work. I guess the TL;DR of it is, if the world is significantly different than Forgotten Realms how do you tell that to the players?
I agree, the standard fantasy setting can get a bit repetitive after a time. From what you’ve said, all I can suggest is collaborate with your players about their place in your world and their relationship with the gods. It saves you spending time creating something they won’t be interested in, and they’ll feel more involved and confident interacting with those aspects if they had a part in creating them.
Consider having your players be newcomers to the world, either by a boat crashing on the shore, teleport spell gone wrong, or anything you can think of. If their characters have never been here before either, they have a much easier time learning without thinking they know less than their characters.
I agree. I tend to set my homebrew campaigns on an island chain out off of the sword coast. That way they have a vague understanding of the story world, but it’s also new and undiscovered
I'm in the opposite camp - very much make the PCs natives of the region where the adventure takes place. Bonus points if they are a member of a long-lived species. If nothing else, this gives them simple bonds to inform their choices without much lore (a friend-bond npc oftentimes doesn't need to present their case, the PCs side with them and help out anyway). But it also allows giving out scene-relevant lore as it comes up, without forcing the players to deliberately hunt for info; controversial, but I prefer to allow my players as much info as they desire, and tying their chars to the adventure region gives an easy justification for that.
I specifically built my homebrew world to be a pretty generic D&D fantasy world so existing players mostly know what to expect. While I love worldbuilding, all the intricate details can just stay in my head unless they specifically become relevant to what's happening. I'm also always tinkering and continuing to work on building my world, so I can change or add stuff based on what happens the campaigns set in it.
I do the exact same. If you’re changing something drastically that needs to be shared, but it’s often easier for the players to inhabit a generic world at the start. Also, I don’t want to prep too much. They might need a chill session after the actions of the last so I feel it out and decide from then.
Criminally under-watched. This is huge for anyone starting up; keeping things simple should be the default, and ward the PCs that dive deep, ask questions or take time to explore the darker, less-asked corners of your world. Bolster that feedback loop by allowing them first to seek answers/be interested.
Ravenloft is not a pocket dimension in the Forgotten Realms, a place most might be familiar with, but by no means all, and yet, Ravenloft is a place populated, like the lands Amber Castle comes from populated mostly by Humans, and no you are not going to play any race that populates Forgotten Realms which is a huge wide variety. Doing this destroys the essential flavor of the setting. Some Demihumans can work, but anything looking like a humanoid or monsterous and yup the people will treat you like a monster. Sorry no bugear's traveling with the group who might be friendly, even lawful good, but they are in fact a monster to the people of Barovia. This is more than a homebrew Ravenloft. It is the way Ravenloft should be done and will be done at this campaign. Fret not player who wants to play all those non-human oddities, DEI demands you take on the roll of a human ever now and then as you never play one. When a human character shows up and somerone jokes 'wow a human, that is Diversity, Inclusion, and Equity'. That tells you way too many non-humans have become the norm in gaming due to the Forgotten Realms and especially 3e to 5e.. "Can I play a Drow Elf who worships Lolth?" GM: Sure Lolth will expect you to help Strahd and betray your own party. See the point. Your characters need to be Good alignment or at most Neutral, and no Chaotic Neutral that is right out. OK then can I play a Drow who worships the Moon Goddess Eilistraee, who hates Lolth and I'll play a Fighter/Cleric who is Chaotic Good. GM: "Ok, but you'll be viewed as an odd looking Vistani, and the Barovians are superstitous and classically racist so your a 'darkie' to them and you'll have to enter from the rear, sit in the back of the wagon, and know your place. Are you up for that? Player: Yes I love all the cool extra racial abilities of the Drow. I can do Dancing Lights and Farie Fire. Plus, I worship the Moon Goddess". GM: the Morning Lord reigns alongside Mother Night in Ravenloft. Why not just play a character that worships Mother Night? Player: But its not Eilistraee and I want to be a Bladesinger if possible too. GM: Did you know Ravenloft actually was made in the era of Grayhawk, long before Forgotten Realms existed.
I have one question for all of this, what does it serve? All you’re doing by being needlessly pedantic about player choices is making them drift further and further from a character they’ll actually enjoy playing. Like who honestly cares if you worship the night mother or the morning lord? It might very occasionally influence some RP but besides that it’ll be completely meaningless. Even when playing an evil character, what that usually results in is a character who won’t help those in need, or always steal, rather than deliberately interfering with the good party’s plans. If your player wants to play a bug-bear, or a plasmoid in a curse of Strahd campaign, let them. It’s you, not the setting, who’s fundamentally making the decision to ostracise that player’s character because of the choices they’ve made. If you want that kind of control, write a book. The point of D&D is to spend some enjoyable time with your friends, not to gatekeep or retcon decisions because of some vague piece of information barely anyone knows or cares about. No one wins in that situation.
Maybe homebrew world would be a better title. It definitely dips into lore-building, but the idea was to help introduce players to a setting / adventure they know little about.
Gotta be real I disagree with the title being this way. It's discouraging and uses fear as a form of marketing, which we really need to keep out of D&D.
I agree with him, the problems discussed are prevalent in both home-brewed campaigns and pre-written modules especially with accessibility. In an icewind dale campaigns I'm a player in I have access to everything about Ice-wind dale through the internet, but when I want more information on the setting I can't look it up as to avoid any spoilers of information.And within the community at least the younger side of it from my experience a lot of people only know one or two things about Faerun if that, they understand that its more or less a generic fantasy (TBH I don't know much at all about Faerun and I've been playing and GMing games for 7 years) personally I think a title like "The problems of character and setting" or something akin to that though it isn't as flashy as "Why Your D&D HomeBrew Campaign Probably Sucks" so i understand why you chose that.
I think the problem with fantasy is writers inventing fantasy names. It was cool when Tolkien did it. When DMs do it, I just can't remember any of it or keep track of any of it. If I can't spell a name or prounce a name, I won't remember it or what it's associated with. My advice would be no fake or madeup names.
I definitely think it’s about incrementally adding NPCs and places. Like in LOTR, at the beginning the only other location they were told of besides Hobbiton was Rivendale. Your much more likely to remember a name / place of you have a memory or event attached to it, rather than just enjoy told or reading it.
@@Grey-Wolf-Adventuring Agreed, keep the scope manageable. I was added to an Eberron campaign at level 7 and it felt like the other players had some encyclopedic knowledge that I was missing. But also for me, in general, if I can't pronounce or spell the fantasy name, then I have difficulty remembering it and remembering what it's associated with because it is like learning a new language. I find that frustrating rather than fun. I would prefer Bobtown over Kaibor.
I just wanted to give some feedback on the video: Regardless of the information content in the video, the music starts, and 3 minutes in it's still playing the same exact thing, quite loud, honestly hard to focus on what's been said so far. I recommend changing/removing the music after the intro or something to let the video flow, otherwise it just feels like a wall of words and sound and you might miss out on a lot of retention from people. The music chosen is quite distracting at that volume for a long time, it's quite busy.
It’s as simple as this, as a player would you rather be simply handed information, or would you rather have the validation of instigating in character interactions that result in discovering said information?
Why the title of your video sucks (and one way to make it better!): 1. Change it to "5 ways to make your HomeBrew Campaign Better!" because the audacity of assuming most people's homebrew sucks is off-putting.
That’s fair, I’ll have a think about new titles. It’s the toss up between having an accurate, descriptive title, and one that gets people clicking. As a tiny creator, having a provocative title is the only way I can get people watching really. I could have a great video, but no one will see it if the title doesn’t stand out. I understand where you’re both coming from though.
@@Grey-Wolf-Adventuring indeed … it seems to have worked though, as this is your highest view-count video so far I think. But you did change the title! I like the new one much better, it's so much more positive and exciting! I hope the momentum keeps going for you. It's tricky navigating the algorithm.
I think sometimes adding subtitles helps the algorithm a bit. The auto-generated subtitles generally aren't good. You can go and edit the auto-generated ones in RUclips; it's usually just a matter of adding punctuation and formatting.
I knew this would be a good video the moment I heard the word "onboarding".
Whatever you put your mind to, keep working hard, you have value.
Thank you for that comment. It’s ones like that that are really motivating. Hopefully see you again in the comments in future!
VENTING: I'm the DM for some very experienced players. In session zero, they requested to be in Faerun. They assumed the Sword coast and I started them out in Thay because frankly, I knew they would argue with me if I got ANY detail wrong in Waterdeep (that npc wouldn't have reacted that way, why can't I talk to this person). There is much less lore in Thay to argue about. I gave them player agency - one wanted an order of paladins - Included, another wanted to get rescued by Fae, included.
Anyway, one of the players took this setting change as a personal attack instead of an interesting reveal. He needs some therapy. He was completely disruptive for the rest of the game (session 2). Post-game talk - he just wanted it his way. I was like... do you want to be the DM? I'll play if you want to DM. But you know too much about that area (you prove it by this conversation) and I have to put in some mystery for this game or you will just be on rails. What is it in the Sword coast that you can't do here? He never answers. By the way, I'm not in HomeBrew. I have a sourcebook called "Thay: Land of the Red Wizards" and one of the Authors is Ed Greenwood. I even told them about the book early.
I first I read that at “VETING” and so the comment made even more sense. I feel for you, especially as it seemed like you put in a lot of effort to make an original campaign. Feels like you couldn’t win either way. I for one would have been so excited to explore somewhere other than the sword coast. The lesson from this comment is: are the people you plan on playing with people you actually enjoy the company of. No D&D is better than frustrating and mean D&D.
TBH, the setting being “a reveal” when you knew they were expecting something else is likely a big part of your problem.
One of the most fun homebrew campaign I played in, involved creating characters in a familiar setting not knowing that halfway through the first session we were hurled through a portal to the homebrew setting.
Were your characters familiar with each other before the inciting incident? I feel that helps party cohesion a lot
This is a good summary video of my line of thinking for a homebrew campaign I am developing for a handful of players who are not heavily into the roleplaying or character backstories. A sort of "That's what I was thinking, but you said it better" type of thing.
I consider the whole lack of interest on my players part in the nitty-gritty to be somewhat helpful actually, because I don't have to come up with all the details and can be a bit fast and loose. "There are fourteen gods... Well, I have only named and made bios for five, but trust me, there are fourteen, those five are all you need to worry about right now, if that even."
I have taken inspiration from the Temple of the White Rat out of T. Kingfisher's Saint of Steel series and decided all the characters are being effectively employed and used as special agents by a religious order.
This is good because they don't have to role play first meeting, but they can also be assumed to only have vague knowledge of one another as "those other people the clergy have been sending on missions" prior to being formed into a sort of A-Team for the leader of one of the monasteries. (Which also gives them a convenient home base and assorted quest givers. No taverns required.)
I really like the ideas you’ve got here! I think the most important thing is gauging your players interest in the depth of the characters and the world. If they’re there to play D&D as a bit of wish fulfilment that’s totally fair, but if they’re want to actually play a character it’s the DMs job to help facilitate that.
I looove the music you used here so good!
When I made my world I started with a single town on a continent that only had a name. I grew the world naturally when they started exploring
This is what I’ve done previously, then added or changed certain elements as and when needed. It’s nice to have the confidence knowing what is around the corner, but also having the flexibility to alter things
I've usually created small information nuggets and inserted them in the form of 'books' found in their adventures. They don't even have to pick up the book, it's not essential or even relevant to the mission. But if they read it, or even build a library of them, they end up creating their own plot hooks! It was even the case that they went after characters in one they were interested in, to ask where the enchanted 'sphere' was imprisoned, but it turned out the whole thing was a work of fiction. Heh.
I LOVE this! It’s creating kinaesthetic fictional objects like that that really resonates with me as a DM. I want the players to value their imaginary possessions. Definitely stealing this if that’s ok?
@Grey-Wolf-Adventuring go ahead! Lol
You may have over promised and under delivered with that last bit.
If I'm getting this right the player found a book mentioning something they thought was interesting, they then searched for it only to be let down by it being fictional.
You may have handled it well, in which case please ignore me, but I'd be careful sending players on a wild goose chase like that. It may result in them no longer engaging with the information you give them. Not necessarily saying it was a bad decision, but it takes some skill to pull off.
What I did with my lore for my world is that I kept the lore broad and brief. Short summary of why the world is as it is right now when the campaign starts. It doesn't need to be super fleshed out, as it will slowly get richer as the party have their adventures in the world. Build the details of your lore with the partys role playing. Also, keeping the lore brief and short allows for lots more flexibility for you as a DM to improvise without clashing with the established lore. The lore of my world takes at most 3 minutes to read, that's more than enough to get started.
Yes! Exactly! It’s important to have flexibility and incremental additions.
i left it all open to my players. they told me back stories and i built the world to incorporate them. i don't care what they do. if they choose to bugger off and circumnavigate the planet they can. there is a big bad happening but it's nota threat they could ever take on until level 17, it will always be there growing. with everyone on the planet still wanting their own goals while an impending doom is approaching. they started off taking job flyer's off a Guide Post at a 3 way road crossing, i asked them to please jump on to that one ask. "decide if they want to take the job" that's all i asked them. there is a Loxodon a Sharkin and a Changling, the town they went to had an issue but it was being caused by a creature that also had an issue so from there all game info has come from PC's they only got a map once they received it as a gift in game from the hag they helped. her knowledge left it open for me to lore drop then. her gifts to them were based on tid bits of past events that are part of the world, they might have heard about the great incursion 800 years ago but she told them more about it when describing the pendant she gifted one of them. "owned by the last elven warrior as she died bravely against the death slaadi in the defense of the ancient city gates , now re-named after her..." I hthen said that if you have traveled to the capital you pasted through those gates not knowing the reason for the odd name ( Aranvana's Stand) the slaadi were the Great incursion but 800years along ass time and probably not remembered well other than fire side tales more bull than not.
BTW the loxodon is the only one of his kind on the whole planet and is actually from ravinca, there was this thing with Zuggtomy and he got sucked into/out of the material plane where ravinca is/maybe was ( haha) and dropped into our campaigns material world.
This is smart. By letting them just explore the world before the big bad arrives, when s*#t goes down they actually feel invested in saving it.
@@Grey-Wolf-Adventuring first dming since I was 14. Now 48 lol much love brother!!
@@BenjaminPMorrill Amazing, gald to hear you’re reconnecting with something you enjoy. Stick around, and hopefully I can find out how it goes!
I'm planning on running a reduced-magic world with a different economy to standard dnd.
I'll be running a Pound/Shilling/Pence sort of monetary system with gold taking the place of pounds, copper being shillings, pewter (custom coinage) being pennies and farthings, and silver, electrum, and platinum taking up other roles in the monetary system
the only other thing is that it'll be prep-heavy with a high focus on the time in town investigating but also stocking up, and general sandbox world exploration. by reducing magic from "everything everywhere (all at once)" to "slightly costly, can be done for a price" where magic is doable and used but not often for most stuff.
for example, magic leaves an aftertaste on food and leaves a sort of sheen on items produced with it, magic healing is still used but isnt overused because it causes psychic illnesses or a staticy feeling for a fair while.
the party could still be 3 wizards and a monk, of course, but the rations they can get are only a certain quality unless they want to pay more for rations that only really store well for a week or so
Working on a new homebrew campaign after long contemplating if I should switch to pre-written settings instead. This time, I've started with telling the players a few one-sentence vibes of the world, region and plot, and asking what kind of character they'd like to play, then matching their wishes with stuff I have or would like to put in my world, in a way we both find interesting. So far it seems the players enjoy listening and contributing to the lore, as everything discussed relates to their desired fantasy.
Granted, since I'm running the world-as-character as an experiment, the intricate depth of the world isn't made any more important to the players than their fellow party mates' backstories, so the design goal is kinda different from the one in this video.
I LOVE the collaboration you’ve instilled. That’ll definitely help the players feel invested and confident in navigating the lore and social aspects. Home-brew is great, but pre-written does have its uses, mainly to help you format a campaign, notes and encounters.
One of the best campaigns I ever played in, we each had to come up with a country and culture we were from, and then the DM put them into his map. Every player was an expert in their character’s background lore. It was awesome.
@@Commentaur-TPMM definitely using this idea in the future!
If you can tell your story in the setting then you should... Because simpler is almost always better.
Exactly! It’s more immersive and also less work!
Building your own world and revealing it one encounter at a time is far simpler than using a pre-existing setting with two dozen books written about it and then trying to get the lore right.
For context: All these problems are exactly the same with a group of players that start a campaign in a published setting that the players aren’t familiar with yet.
But good published adventures have done some of the work for you already in helping introduce a group to a new setting.
This is why I like to introduce new groups to my setting in a town that didn’t exist yet. They are immediately connected to it as their relationships and backgrounds help create the kind of town it is. Then when they go beyond it, they come to the cities and mountains and forests of the rest of the setting. Their second campaign or oneshots will start elsewhere in the setting, now familiar to them. So it has gone with multiple groups. It’s been very effective!
Completely agree, if you’re buying a pre-written adventure you’d hope there was a section to induct your player characters into the setting.
This is why the video is titled the way it is, so newbie home-brewers can better facilitate the introduction of players into a world the DM has been living in for potentially hundreds of hours. Hopefully this advice goes for introducing players to a pre-written adventure too.
What? There is good published adventures!!! Don't tell WotC... Maybe they should be told
@@Paul-nn9oj My favourite thing about the WotC boycott was the D&D community saying to them "You can be easily replaced".
I'm currently playing in a homebrew dnd campaign with my closest friends. We have the opposite situation - DM seems to forget that this is his world and we literally still don't know what's the difference between his lore and DnD common lore. Yeah, we have different names for continents, countries, gods, etc, but in general it looks like it the same faerun we all know. What is the purpose of having your own lore if the entire campaign could be done in whatever setting? Also, we are just in the beggining, but through 5 sessions all we do is run from one dude to another and try so solve "mystery assasinations". We ask a guy - he sends us to another guy who sends us to another guy and this is all we do. DM told us that he moves pawns behinds the screen and the world is living it's own life while we zoom around. And whenever we have a game, it seems the DM wasted 900 hours on worldbuilding , politics, religion , etc etc and put it in an encyclopedia, while he barely manages to move the plot itself and interact with players. As you just said, if you don't want your characters to influence the story, JUST WRITE A BOOK
I totally get this. It’s having a homebrew campaign for the sake of having it. With my own games, I’ve tended to set them on an island off of the sword coast, so characters are knowledgeable about the world, but not necessarily the specifics of the local area. I think if you’re doing a whole new world, go big. It needs to be obviously different, whether that’s the climate, civilisation or culture. By telegraphing those identifiers, your players can assume more and feel confident about interacting with it.
Hmm… I mean, I have this level of prep in my own homebrew campaign I run. (Super overprepped… but I enjoy it). And yet, my favorite thing is when the players engage and interact with and change the world around them. I love seeing their reaction when something they improv immediately becomes canon, or when they revisit a place and see how everything has changed for better or worse because they had been there.
What a great idea -- I'll write a book my players can read so I don't have to lore-dump so much. 😆
Absolutely "start small" is the number one piece of advice for everyone. All you ever really need to know is just a little bit more than the player. And letting them make some of it up is just smart. It saves you the effort and makes them more likely to remember it and care about it in the long term.
Exactly, this is why it’s good to have them as travellers to a new land, so you can populate it as they explore, rather than then knowing every corner. Your cleric having a crisis of faith? There’s an abbey over the next hill
Fantastic guest appearances 👌
Glad you thought so! Curious what you make of the advice.
@@Grey-Wolf-Adventuring I think the advice is good for starting out. One thing I would say is when I did this I had quite an in-depth homebrew world with lots of lore already built, but in order to jump the learning curve for players I put in some preparation before the campaign began. Luckily I had a group of players who were interested in this sort of gameplay, they wanted to find the lore, so that's an important thing to hash out first, what kind of game are we playing. Then when we did our session zero's I talked to each player individually about what character they wanted to play and we came up with a section of the world together, so their character lore and place in the world was something they had helped to build, which just gave them that extra level of investment in the world and the story. Basically I think the only missing thing is your players don't have to go in blind, and they can help to build the world with you, include their character backstory and ideas into your lore and incorporate it together, it's not a novel, it's collaborative storytelling.
Excellent video! I’ve only created two campaign worlds and learned a lot from mistakes developing the first one. The idea of everything being original and different is too tempting. #1 was an absolute ridiculous failure.
For a decade I just ran campaigns in the premade settings and learned more about what to do, but without duplicating and parroting. I wanted a world for all my favorite TTRPGs. It’s weird, wild, and wondrous, with enough expansion room. The main difference in my approach is that whatever I changed or added had to benefit the players, characters, and/or story in some way without diminishing existing usefulness.
Thanks so much! And you’re right, you can always expand out. In fact, player will feel super useful and rewarded if they get to the point where they’re exploring whole new continents or islands!
Start small is the best one for me, I just give as much lore as my players want and sometimes like once every 3-5 months or something like that I write a doc of 1 or 2 pages with important lore that will make you understand better what's happening, but if you don't read it it won't be a problem since is completely optional. Reading it may change the perspective about an important npc tho.
We've been playing for a year in this linear campaign and my players are invested not only in their characters, but the lore and world around them. Even if there are some inevitable events since is a linear campaing, they are always the ones to decide how to solve it or what to do next.
Love this. Good job making it an opt in choice rather than just monologuing lore to your players that might not be interested. They’ll be much more receptive to finding out the history on their terms, as opposed to front loading it in massive chunks.
I love the vid, great editing, however-
there's a couple scenes where the audio balance is off, it's too much to the left.
I’ll keep an eye out for that in future. Thanks!
The eternal problem. No one wants to read 80 pages of filler to learn the one paragraph that sparks character ideas.
Exactly, this is why we have a session 0. So you can all work on and tailor the characters together!
Great video with great advice! Was that a cameo appearance by George Holden as the ranger?
Thank you, and yes it was! He’s a close friend and my RUclips guru.
Awesome! He’s my favorite photography RUclipsr. I’m sure he’s a fantastic mentor.
When i started my homebrew campaign i first set up this giant dokument for my players, it was kinda messy as i hastely made it in the midst of having a lot of university work to do.
But it gave a generall overview over a lot of important information:
Firstly i had a explanaition of how everything works, the nature of the setting and its metaphysical laws.
A world map so that they could identify where mentioned places are in relation to one another.
Some recent history.
An overview over the native races and their cultures aswell as recent histories.
A list of the deitys and entities most commonly worshipped in this worlds religions.
And a couple other things.
I also let them have a say on the world, for example i made a race of tribal mutating sea people (mechanically its a simic hybrid reskin) whos naming shemes i orriginally wanted to base on ancient greek, but one of my players who choose that race made up his own naming sheme wich we now use since it is simpler and more fun, so i retconned the greek-ish names of the seafolk cities on the map as names that other cultures gave them.
I made simmilar changes to other aspekts of my world so that it fits my players better.
The biggest realization i had is that this is not just my world but theirs too.
The first twosessions where basically just a big setup i more or less guided them through, they could do whatever they wanted but they had a clear goal in terms of their mission, "get to the ab!ndoned temple, retrieve the magic scroll, give it to the guy who will pay you" after these two intro sessions i let them explore the world freely giving them a goal in a location on the map that they should try to reach in arround a month in game time, so they are currently on a whacky journey through the wilds of my weird world getting tied up in all sorts of shananigans on their way to reach "Cloudpiercer Peak".
Great job collaborating and giving them an on rails beginning to jumpstart them off into your world. Sounds dope!
Excellent content :D Keep it up!!
Greetings from the DC20 community :D
Thank you so much!
1. The audio, both in quality and ratio of volume speech to music, is better in the outdoor sections. Idk how to fix that, but I‘m sure you will.
2. When I started my current game, I gave my players a short summary of the creation myth the people of that world believe in. That helped one player to tie his character backstory and motivations closely to the lore without needing to know all the mechanics behind it.
3. I also gave an overview of the stereotypical member of every species and what professions were limited for various reasons. This included non-playable options. It was basically a quick overview of the cultural and political side, without making things too complicated.
4. I think it‘s better to be open about what kind of story you plan to be telling. Even after stating upfront that I was going for a „souls-like“ with pretty much every consequence for failure except death, one of my players still managed to have his character go through a crisis after finding out he can‘t die. Then again, that was the third time in a row a character of his accidentally lost his motivation as a consequence of the story (it‘s a talent 😂).
5. Pedantic:
Curse of Strahd is not a pocket dimension in the Forgotten Realms. Curse of Strahd is a module, the setting is called Ravenloft, but the name of the land is Barovia. It is a Dreadrealm within the Shadowfell, and connected with the world of Greyhawk, even though it originated from the Forgotten Realms; because the Plane of Shadows (with which the Shadowfell is combined) connects throughout multiple worlds. The Forgotten Realms are also not a setting but a world, the usual setting is the Sword Coast on the continent of Faerun; but don‘t mistake the world for being the planet, that is Abeir-Toril or rather just Toril at some point, just like how the planet of the world of Greyhawk is Oerth and the setting there is Ravenloft when you play the module Curse of Strahd.
I‘m mainly just pulling your leg in the name of making things complicated xP
Thanks for the audio point outs and for the whole comment. It’s nice to hear someone else’s perspective and you’re also right about the curse of Strahd stuff!
So here's my issue: The reason I want to use my own world is because I'm kind of tired of the standard, out of the box D&D settings like FR, Greyhawk and Eberron. Even a setting like Critical Role is a very similar take with just a few different names for the gods, but most of them are just high fantasy where there was some sort of divine cataclysm that wiped out a powerful empire.
So as a result I created a different take on the divine and how the universe works, now it might turn out to suck (I fully accept that), but it also means I can't drop the party in a tavern completely oblivious to the 50,000 ft, high level view of the history of the world, especially of a player wants to play a Cleric/ Paladin type character who needs to understand (again at a high level) how gods work.
I guess the TL;DR of it is, if the world is significantly different than Forgotten Realms how do you tell that to the players?
I agree, the standard fantasy setting can get a bit repetitive after a time. From what you’ve said, all I can suggest is collaborate with your players about their place in your world and their relationship with the gods. It saves you spending time creating something they won’t be interested in, and they’ll feel more involved and confident interacting with those aspects if they had a part in creating them.
Lore dumps in obscure areas of (Chult) known worlds can be like that too
Definitely, but the lore is a lot more accessible than a homebrew campaign which only exists as a document of the DMs.
Consider having your players be newcomers to the world, either by a boat crashing on the shore, teleport spell gone wrong, or anything you can think of. If their characters have never been here before either, they have a much easier time learning without thinking they know less than their characters.
I agree. I tend to set my homebrew campaigns on an island chain out off of the sword coast. That way they have a vague understanding of the story world, but it’s also new and undiscovered
I'm in the opposite camp - very much make the PCs natives of the region where the adventure takes place. Bonus points if they are a member of a long-lived species. If nothing else, this gives them simple bonds to inform their choices without much lore (a friend-bond npc oftentimes doesn't need to present their case, the PCs side with them and help out anyway). But it also allows giving out scene-relevant lore as it comes up, without forcing the players to deliberately hunt for info; controversial, but I prefer to allow my players as much info as they desire, and tying their chars to the adventure region gives an easy justification for that.
I specifically built my homebrew world to be a pretty generic D&D fantasy world so existing players mostly know what to expect. While I love worldbuilding, all the intricate details can just stay in my head unless they specifically become relevant to what's happening. I'm also always tinkering and continuing to work on building my world, so I can change or add stuff based on what happens the campaigns set in it.
I do the exact same. If you’re changing something drastically that needs to be shared, but it’s often easier for the players to inhabit a generic world at the start. Also, I don’t want to prep too much. They might need a chill session after the actions of the last so I feel it out and decide from then.
Criminally under-watched. This is huge for anyone starting up; keeping things simple should be the default, and ward the PCs that dive deep, ask questions or take time to explore the darker, less-asked corners of your world. Bolster that feedback loop by allowing them first to seek answers/be interested.
Thank you, and agreed!
Ravenloft is not a pocket dimension in the Forgotten Realms, a place most might be familiar with, but by no means all, and yet, Ravenloft is a place populated, like the lands Amber Castle comes from populated mostly by Humans, and no you are not going to play any race that populates Forgotten Realms which is a huge wide variety. Doing this destroys the essential flavor of the setting.
Some Demihumans can work, but anything looking like a humanoid or monsterous and yup the people will treat you like a monster. Sorry no bugear's traveling with the group who might be friendly, even lawful good, but they are in fact a monster to the people of Barovia. This is more than a homebrew Ravenloft. It is the way Ravenloft should be done and will be done at this campaign. Fret not player who wants to play all those non-human oddities, DEI demands you take on the roll of a human ever now and then as you never play one. When a human character shows up and somerone jokes 'wow a human, that is Diversity, Inclusion, and Equity'. That tells you way too many non-humans have become the norm in gaming due to the Forgotten Realms and especially 3e to 5e..
"Can I play a Drow Elf who worships Lolth?" GM: Sure Lolth will expect you to help Strahd and betray your own party. See the point. Your characters need to be Good alignment or at most Neutral, and no Chaotic Neutral that is right out. OK then can I play a Drow who worships the Moon Goddess Eilistraee, who hates Lolth and I'll play a Fighter/Cleric who is Chaotic Good.
GM: "Ok, but you'll be viewed as an odd looking Vistani, and the Barovians are superstitous and classically racist so your a 'darkie' to them and you'll have to enter from the rear, sit in the back of the wagon, and know your place. Are you up for that?
Player: Yes I love all the cool extra racial abilities of the Drow. I can do Dancing Lights and Farie Fire. Plus, I worship the Moon Goddess".
GM: the Morning Lord reigns alongside Mother Night in Ravenloft. Why not just play a character that worships Mother Night?
Player: But its not Eilistraee and I want to be a Bladesinger if possible too.
GM: Did you know Ravenloft actually was made in the era of Grayhawk, long before Forgotten Realms existed.
I have one question for all of this, what does it serve? All you’re doing by being needlessly pedantic about player choices is making them drift further and further from a character they’ll actually enjoy playing. Like who honestly cares if you worship the night mother or the morning lord? It might very occasionally influence some RP but besides that it’ll be completely meaningless. Even when playing an evil character, what that usually results in is a character who won’t help those in need, or always steal, rather than deliberately interfering with the good party’s plans. If your player wants to play a bug-bear, or a plasmoid in a curse of Strahd campaign, let them. It’s you, not the setting, who’s fundamentally making the decision to ostracise that player’s character because of the choices they’ve made. If you want that kind of control, write a book.
The point of D&D is to spend some enjoyable time with your friends, not to gatekeep or retcon decisions because of some vague piece of information barely anyone knows or cares about. No one wins in that situation.
This is a great video :)
Thanks for that! You’re a legend!
@@Grey-Wolf-Adventuring I was so surprised to see less than 100 views. You're going to make it big for sure! This is such good content.
This great! However, *homebrew?* Clearly 🤓 this is lorebuilding.
Maybe homebrew world would be a better title. It definitely dips into lore-building, but the idea was to help introduce players to a setting / adventure they know little about.
@@Grey-Wolf-Adventuring Okay then: _"worldbuilding"_
Excellent!
Thanks!
Gotta be real I disagree with the title being this way. It's discouraging and uses fear as a form of marketing, which we really need to keep out of D&D.
What do you think it should be titled?
I agree with him, the problems discussed are prevalent in both home-brewed campaigns and pre-written modules especially with accessibility. In an icewind dale campaigns I'm a player in I have access to everything about Ice-wind dale through the internet, but when I want more information on the setting I can't look it up as to avoid any spoilers of information.And within the community at least the younger side of it from my experience a lot of people only know one or two things about Faerun if that, they understand that its more or less a generic fantasy (TBH I don't know much at all about Faerun and I've been playing and GMing games for 7 years) personally I think a title like "The problems of character and setting" or something akin to that though it isn't as flashy as "Why Your D&D HomeBrew Campaign Probably Sucks" so i understand why you chose that.
@@templar_niko9390I gotta admit; it made me click
I think the problem with fantasy is writers inventing fantasy names. It was cool when Tolkien did it. When DMs do it, I just can't remember any of it or keep track of any of it. If I can't spell a name or prounce a name, I won't remember it or what it's associated with. My advice would be no fake or madeup names.
I definitely think it’s about incrementally adding NPCs and places. Like in LOTR, at the beginning the only other location they were told of besides Hobbiton was Rivendale. Your much more likely to remember a name / place of you have a memory or event attached to it, rather than just enjoy told or reading it.
@@Grey-Wolf-Adventuring Agreed, keep the scope manageable. I was added to an Eberron campaign at level 7 and it felt like the other players had some encyclopedic knowledge that I was missing.
But also for me, in general, if I can't pronounce or spell the fantasy name, then I have difficulty remembering it and remembering what it's associated with because it is like learning a new language. I find that frustrating rather than fun. I would prefer Bobtown over Kaibor.
Can't relate. Hahahaha
6 years strong and players just found out I can really act.
I just wanted to give some feedback on the video:
Regardless of the information content in the video, the music starts, and 3 minutes in it's still playing the same exact thing, quite loud, honestly hard to focus on what's been said so far.
I recommend changing/removing the music after the intro or something to let the video flow, otherwise it just feels like a wall of words and sound and you might miss out on a lot of retention from people. The music chosen is quite distracting at that volume for a long time, it's quite busy.
Thanks! I’ll defter that in mind in future!
Stopped watching after 30 seconds. Homebrewers aren't victims of aphasia.
It’s as simple as this, as a player would you rather be simply handed information, or would you rather have the validation of instigating in character interactions that result in discovering said information?
Why the title of your video sucks (and one way to make it better!): 1. Change it to "5 ways to make your HomeBrew Campaign Better!" because the audacity of assuming most people's homebrew sucks is off-putting.
Totally agree. The video creator assumes that people don't communicate at all with their players when preparing a campaign in their homebrew world
That’s fair, I’ll have a think about new titles. It’s the toss up between having an accurate, descriptive title, and one that gets people clicking. As a tiny creator, having a provocative title is the only way I can get people watching really. I could have a great video, but no one will see it if the title doesn’t stand out. I understand where you’re both coming from though.
@@Grey-Wolf-Adventuring indeed … it seems to have worked though, as this is your highest view-count video so far I think. But you did change the title! I like the new one much better, it's so much more positive and exciting! I hope the momentum keeps going for you. It's tricky navigating the algorithm.
I think sometimes adding subtitles helps the algorithm a bit. The auto-generated subtitles generally aren't good. You can go and edit the auto-generated ones in RUclips; it's usually just a matter of adding punctuation and formatting.
@@dukejaywalker5858 Thanks for the interaction and support! I'll have a look at the subtitles soon.
1 hundro
What a hero!