[RPG] As a new DM, should the focus when creating a campaign be on developing locations or NPCs

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A group of friends and I have decided to play D&D. Since I was the one gathering everyone and the one with the most previous knowledge, I became the DM for the group. I had never actually played before, but I have watched a a lot of D&D-related content. (I don't have any experience playing other role-playing games.)

We've played a session in which I organized a little one-shot to see if everyone was going to enjoy it. Now that we've decided to continuing playing, I'm tasked with creating a world for them to play in.

When creating the world, should I focus on developing the structure of the towns and regions, or the individual NPCs? In other words: Which of these is spending time on is likely to get a better return on investment: locations or NPCs?

Best Answer

Your focus: Having Fun!

The only real goal there is when DMing is to make sure everyone at the table (including you) are having fun.

What is Fun?

Well, that's going to be pretty table dependent, but that's also where having a Session Zero (and being the DM for it.) But gathering folks to talk about what they want to get out of it and what you do can definitely help guide you.

And don't be afraid to change course when things aren't working. Being honest and up-front about that is important. I had started up a campaign and heavily focused on difficult combat, but the players were newer and I wasn't sure they were enjoying it. So I talked to them about it and we came up with a plan to more slowly get them into more tactical combat when they had better command of the rules and their characters.

Planning (and lack thereof)

This is another area where you'll get a lot of opinions. Personally, when developing a homebrew world I come up with broad strokes. Large maps, key players and problems, and my overarching theme/story arc. Once the players start interacting, I start improvising a lot. I want them to impact the story as much as I tell it, and that means thinking on my feet. Keeping too strict a story doesn't work for me and that's not generally how I want to DM. But others can, may, and will differ - and that's okay!

You've got some more leeway in planning locations more than PCs as you can better improvise characters than maps - but concentrate on the physical locations they are currently in are very much seem likely to go to. If they go somewhere you're not prepared for, don't worry about it. Keep it off-map until you have time to build a map for it. It's hard not to stress, but it all works out. Players understand you can't plan for every eventuality and as long as the story is fun and the table is having fun, lots of leeway will be given.

Homebrew or published

I haven't played a full published adventure...maybe ever. That's a personal choice and maybe you're in the same box. It's a big step to come up with a big storyline and world. If you aren't comfortable with it, maybe start with a short published adventure to whet your chops and see what you like, what you don't like, and help provide new ideas.

But it's perfectly okay to come up with something entirely on your own.

The key is having fun. As long as everyone is, you're doing it right :)

You may want to limit to just official/standard content to start with until you are comfortable with playtest or 3rd party content. This lets you play within tested rulesets.

Session planning

Just to be clear, I do plan on encounters in a session. But I generally make a couple that I think they may go with and have a couple in my back pocket for things I can use if they've gone in entirely different directions. I try and not railroad too much, but as you tell the story, the 'railroading' may happen as they follow the hooks you've provided.