Hey /tg/, I want to run a fresh campaign with my group and I need help for ideas, I kind of want the theme of character driven story, for instance a blacksmiths son is sent to another land to learn of new forging techniques/different materials. I have always never been a great fan of "so you're all in a tavern" and I am wanting to branch out. so any help would be much appreciated.
Thats the thing, I wanted to present multiple basic ideas to my players to see if they like any of them, then have them build PC's around that.
Or do you think it would be better to work the other way around?
Don't start with a setting. So basically don't do what the majority of /tg/ does. Ask about what characters your players would like to play, do a group character creation, take a few minutes to put a start together and then improvise. Or first learn to improvise, if you didn't master that already. Along the way, ask your players about details.
and check out the dungeon world GM guidelines. Most people here will shun me, but they are worth your while for this type of game.
How does that work for you? I've watched one friend DM a solo game, and I've DM'd with my wife to introduce her, and both situations were terribly awkward / hard to keep moving forward.
Character based games don't really work with all kinds of players and groups. My last DM tried that and it just didn't work. The best parts of the campaign were when he gave it up and said "the king calls you and gives you a quest".
For a good character driven game, you need players to all agree with a common goal. For that, you should talk to your players beforehand and set the game up. They should probably create characters together, at least do the idea part together and create characters that are connected with each other.
in addition to the advice i would try to limit the number of players as much as possible to a reasonable amount AND to those of your players who can handle such a campaign. Otherwise it goes to shit, fast.