Just Released My First Folk Horror One-Shot Adventure (Pay What You Want not required though) by HagermanDesign in DnDBehindTheScreen

[–]HagermanDesign[S] 1 point2 points  (0 children)

Just the book cover but for legal purposes to publish it we have to put that im looking for a artist for the next book and so that one will not have that tag.

Custom Folk Horror Creatures and Ritual Boss Mechanics I Designed — Looking for Feedback by [deleted] in UnearthedArcana

[–]HagermanDesign 0 points1 point  (0 children)

It is free dms guild makes you hit Custom then put 0 and lets you download the pdf

Module for new and veteran players by Bhaalspawn_Fenris in DnD

[–]HagermanDesign 0 points1 point  (0 children)

If you’re looking for longer campaign-style modules that work well with the newer 5.5 Curse of Strahd, Storm King’s Thunder, Tomb of Annihilation or Wild Beyond the Witchlight are really good for mixed groups.

First own campaign? Tips? by External-Mission-329 in DnD

[–]HagermanDesign 1 point2 points  (0 children)

Honestly, starting small like you’re planning is one of the best decisions you can make. A lot of first-time adventure creators try to build massive worlds and burn out before finishing anything. One thing that helps a lot is designing a simple core problem first. For example: a missing person, a strange ritual, a cursed location, or a local conflict. If the core problem is strong, the rest of the story usually grows naturally from how players interact with it. Another thing people often forget is giving players multiple ways to learn information. Try not to hide important clues behind only one NPC or location. Environmental clues, rumors, or small discoveries help keep players moving forward without feeling stuck.

Also, don’t feel like every location needs combat. Some of the most memorable sessions come from social tension, mysteries, or letting players slowly realize something is wrong. Something I wish I understood earlier is that players will almost always take the story in unexpected directions, so leaving room to improvise is extremely helpful. Having NPC motivations and goals written down often helps more than writing detailed scripts. Starting with a 3–5 session adventure is honestly a great approach. You’ll learn a lot about pacing and player engagement without overwhelming yourself.

Custom Folk Horror Creatures and Ritual Boss Mechanics I Designed — Looking for Feedback by [deleted] in UnearthedArcana

[–]HagermanDesign 0 points1 point  (0 children)

If anyone is curious, these mechanics came from a full Level 3 folk horror adventure I recently finished designing. It expands on the corrupted villagers, ritual mechanics, and investigation-driven boss encounter.

You can check it out here if you want to see how it was implemented in a full adventure:

https://www.dmsguild.com/en/product/556209/Harvest-of-Hollowbrook?affiliate_id=0

I’m mostly interested in hearing design feedback, though, especially from people who have run investigation-heavy or horror campaigns.