First time DM - Pre-made vs Homebrew
- Matthew Harvey
- Oct 12
- 5 min read
So, you've taken up the mantle of Dungeon Master. You've got your players, your dice, and your rulebooks. Now comes the most important decision: where do you get your content? The sheer volume of material available can be overwhelming. Do you stick to the official, time-tested modules? Do you brave the wild world of third-party supplements? Or do you build your own world from scratch, a completely homebrewed creation?
Each approach has its own unique set of pros and cons. There is no single "right" way to run a campaign, only the best way for you and your players. The most successful DMs often find a way to blend all three, but understanding the strengths and weaknesses of each is the key to a great game.

The All-Official Campaign: The Reliable Roadmap
This approach means you're running a campaign entirely from official Wizards of the Coast products, like The Lost Mine of Phandelver or Curse of Strahd.
Pros:
A Strong Foundation: Official adventures are designed by professional game developers. They provide a clear narrative, detailed maps, pre-written encounters, and a logical progression from one story beat to the next. This takes a massive amount of planning off your plate, allowing you to focus on the performance and the fun of the game.
Built-in Balance: Encounters in official modules are typically balanced around a party of four players at a certain level. While you may need to tweak them for your specific group, this is a huge advantage for a new DM. You can be confident that the challenges won't be too easy or too deadly for your players.
Accessibility: Your players can easily reference official lore and monster stats in the Player's Handbook and Monster Manual. This shared understanding of the rules and world makes for a smoother gaming experience and reduces confusion.
Cons:
Limited Agency: The biggest drawback is that the campaign is still, ultimately, someone else's story. If your players go completely off the rails—deciding to befriend the villain, for example, or choosing to travel to a part of the world that isn't on the map—the book won't have the answers. A rigid adherence to the module can stifle player creativity and lead to the feeling of being railroaded.
The "Illusion of Choice": An official adventure is often a series of fixed points with a pre-determined ending. While you can offer players multiple paths, they often all lead back to the same conclusion. This can feel scripted if you don't find ways to make it your own.
The Third-Party Supplement: An Expanded Arsenal
The third-party market is a vibrant, innovative space full of creators crafting their own content. These supplements range from full campaigns and settings to new classes, monsters, and magic items.
Pros:
Creative Freedom: Third-party content can fill gaps that official D&D books don't. Want to run a horror campaign set on a haunted spaceship? There's a supplement for that. Looking for a new class that's a mix of a Barbarian and a Wizard? Someone has probably already written it. This gives you a vast toolbox to pull from.
Unique and Exciting Mechanics: Many third-party creators are pushing the boundaries of what D&D can be. They introduce new mechanics, unique subclasses, and imaginative magic items that you won't find anywhere else. Using this content can make your game feel fresh and exciting.
Niche Appeal: If your players have a very specific interest, such as an exploration-heavy campaign or a gritty survival story, you can find a third-party adventure that caters directly to that interest.
Cons:
Balance Issues: A major risk of third-party content is that it hasn't been playtested as extensively as official material. You may find that a monster is far too powerful for its Challenge Rating, or a player's new subclass is wildly unbalanced and breaks the game. It’s on you to vet the content and make adjustments.
Quality Can Vary: The third-party market is a diverse place, and the quality of the content can be a mixed bag. You may find poorly written adventures, confusing rules, or uninspired artwork. You need to do your research, read reviews, and be prepared to edit and adapt the material as needed.
The Homebrew Setting: Building a World from Scratch
This is the most creatively freeing approach. You create the entire world, the lore, the politics, and the major plotlines.
Pros:
Total Freedom and Player Agency: In a homebrew world, every choice your players make matters. If they want to travel to a remote, uncharted continent, you can make that happen. If they decide to ally with the dragon instead of fighting it, the world can change to reflect that. This is the ultimate sandbox for player creativity.
Tailored to Your Group: You can build a world that is designed specifically for your players. If one of them wants to be a pirate, you can create a city with a thriving port. If another wants to explore ruins, you can litter the world with ancient mysteries. This makes the game feel deeply personal and engaging.
Creative Satisfaction: There is no greater reward for a DM than seeing your players get excited about a town you invented, an NPC you brought to life, or a dungeon you designed yourself.
Cons:
Immense Workload: Creating a homebrew world is a monumental undertaking. You have to handle everything: maps, lore, pantheons, political factions, and more. This can lead to DM burnout, especially for a new DM trying to juggle it all.
The "Blank Page Problem": Starting with nothing can be overwhelming. Staring at a blank map can be more intimidating than exciting, and the pressure to make everything "perfect" can be a creativity killer.
Balance is Your Responsibility: There's no safety net. You're entirely responsible for balancing every encounter, every magic item, and every challenge. This takes a lot of time and a deep understanding of the game's mechanics.
The Blended Approach: The Best of All Worlds
The most successful campaigns often borrow from all three sources.
Start with a published adventure, but don't be afraid to change it.
Use a homebrew town as the party's hub, even if the surrounding dungeon is from a module.
Find a cool third-party monster and drop it into a seemingly standard official encounter.
By embracing this blended approach, you get the structure of a published adventure, the innovation of third-party content, and the unique, personal touch of your own ideas. Your game becomes your own, a one-of-a-kind story created by you and your players. After all, the best campaigns are never just about what's in the book; they're about the unforgettable moments you create together.





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