We’ve all been there before. New campaign, who dis? Getting started on a new campaign for your players is easy, but it’s also hard. As the GM, you need to be able to describe to your players exactly what you are trying to do. This summary of what you want to do is where things can get sticky. You also want to have a good idea of what the main books the campaign will be using is, otherwise players might not get the exact mix of rules and fluff you’re going for. Some GMs wing it and that’s fine, but I find that having a couple of guidelines for creating new campaigns helps a lot. Here’s my personal checklist I go through when I start work on a new game. . .
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