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How to Come Up With a D&D Campaign Idea (When You Have None)

Great at expanding modules but blank on your own campaign? Five ways DMs find a campaign idea from nothing, plus a 15-minute exercise to run tonight.

Published
Reading time
6 min
Written by
Daniel Koliada, Realmkit

To come up with a D&D campaign idea when you have none, stop waiting for an original one: borrow a premise from a book or film, collide three unrelated things, roll on random tables, or let the players hand you a kernel. Then start with one village and one problem instead of a whole campaign.

You can take a thirty-page module and run it for a year, and if someone hands you their dungeon, you'll add three factions, a rival party and a sequel. But sit down to write your own campaign from nothing and the page stays blank.

After plenty of false starts in my own games, the advice I trust falls into two piles: stop waiting for a kind of inspiration that doesn't exist, and get your starting point from somewhere other than your own head.

Do borrowed ideas count?

They do, though it rarely feels that way. You read a novel, think "this would make a good campaign", and then put it aside because the idea isn't yours and a real DM would have a real idea first.

Not even the professionals work that way: Curse of Strahd is Dracula-inspired gothic horror, and tables keep going back to it. Dune is desert ecology plus religious fanaticism plus spaceships. Run Hamlet in a dwarven hold with a forge-spirit standing in for the ghost, and your players will be three sessions deep before anyone says "hang on".

You aren't writing a thesis. The only people judging the work are the handful at your table, and odds are you read more fantasy than any of them, so the borrowing that looks obvious to you goes unnoticed by them.

Five ways to come up with a campaign idea

1. Collide three things from different shelves

Pick one book, one game and one song, or a historical event, a nature documentary and a monster you've been wanting to use. The only rule is that they come from unrelated places. Then ask what a world where all three are true would look like.

Most combinations fizzle, so try three more, and sooner or later one makes you reach for a pencil.

2. Steal a plot and change what shows

Take a story you know well, ideally one where you liked the premise but not where it went, because now you get to fix it. Then start swapping: The Count of Monte Cristo turns into a knight exiled on a lie who comes home under a new name. Jaws gives you a lakeside village and the thing under the ice that the mayor insists isn't there.

Change things until a player wouldn't spot it in session one. If they work it out in session six, they're already invested and it makes a fun reveal. Getting caught early is fine too: open with the first act of a heist film everyone at the table has seen and someone will call it by the second scene. In my experience they grin and keep playing.

3. Roll for it

Random tables hand you something to react to without asking you to invent it. The DM part of your brain is already good at explaining why three unrelated results belong together, and the explanation is the part that's yours.

The worldbuilding chapters of Worlds Without Number are the ones I'd point you to first, along with the Tome of Adventure Design. The Mausritter SRD is free and has generator tables for the GM. The Story Engine Deck does the same job with cards, which some DMs prefer because you can physically shuffle the pieces around.

A d6 works too: ask a yes/no question about the setting ("Is there a sea?", "Does magic work?", "Is anyone in charge?"), roll, and let 1 or 2 mean yes. Keep going, because the die pushes you off your usual paths, and you can overrule it whenever you like.

4. Let the players hand you the kernel

You don't have to build the world before session zero. Ask the group what kind of place they'd like to play in and you might get a port built on the bones of a drowned giant, or a mining town three weeks from anywhere. Then ask what kind of group would live there: a dockworkers' guild that moonlights as smugglers is a party and a plot in one sentence.

Three questions do most of the work. What do you want to spend your evenings doing in this game: exploring, scheming, fighting, building? Who would be doing that, and what's in their way? While they fill in character sheets, you write up whatever is in the way.

If you'd rather have a procedure than a conversation, Ironsworn's world truths, Microscope and The Quiet Year all turn group worldbuilding into a structured game.

5. Write the most obvious adventure you can, then treat it like a module

This one suits you in particular, so pick the central trope of your genre and write the most predictable short adventure possible: a cult in the woods, say, with missing children and the obvious culprit at every turn. Don't try to be clever.

Now pretend you bought it and read it as if a stranger wrote it. Do what you'd do with any module: ask why each thing is there and what its history is, then hook it into the characters' backstories. You'll be expanding it before you notice, and an hour later it isn't dull.

Start with one village

Part of why the page stays blank is the size of the word "campaign", so don't write a campaign.

Spend one evening on a map with six named places and three factions that don't get along, which is enough to run for years. You'll invent most of what shows up at the table the week before you need it, and your players can't tell the difference between a town you planned months ago and one you named on Tuesday.

Then pick the smallest place on that map and give it one problem: one person or group doing one bad thing in a straightforward way, and a reason the party cares. That's a session, maybe three. Run it and watch what the players poke at, then build the next piece from that. The blank page only exists before the first session; from session two onward you're working from notes about what happened at the table.

The rarer half is the one you already have

Some DMs are good at the first sentence and some at the next fifty pages, but very few are good at both. If you can turn five pages into fifty, you have the rarer half, and the first sentence can come from anywhere.

A fifteen-minute exercise for tonight

Set a timer and give each step three minutes:

  1. Write down three things you like from three different places.
  2. Write one sentence describing a village where all three exist.
  3. Name one person in that village who wants something badly.
  4. Write one thing that happens if nobody stops them.
  5. Decide why the party is in town.

That's a first session. Run it and if nothing has grabbed you after two or three weeks, throw it out and spend another fifteen minutes. By then you'll have three weeks of notes on what your players went for, which is more than you have right now.

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