When you're starting a homebrew D&D campaign — building your own adventure in your own world — it's okay to not have everything planned out in advance.
When you're planning to write your own unique Dungeons & Dragons campaign rather than a pre-made, fully-realized campaign -- also referred to as homebrew -- it can be incredibly fun to go hog wild on the worldbuilding.
I am an ardent believer that not only is it fun to play a wide variety of TTRPGs, it can also improve your skill as a player or game master in every system you play.
Fizban’s Treasury of Dragons brings more Dragons, more ways to use them, and hints of their cosmic importance
Fizban's Treasury of Dragons is a new sourcebook for Dungeons and Dragons 5e, and it's all about Dragons.
Learning to improvise in Dungeons and Dragons: How to salvage a session when your players are Chaotic Neutral
Tabletop players are unpredictable -- that's what makes Dungeon Mastering fun, ultimately.
I remember when I decided to start my first Dungeons and Dragons game as a DM, and found about a month into it that I'd accidentally created my own campaign world.
Being a Dungeon Master for a TTRPG like Dungeons and Dragons means a fair amount of work involved in running an adventure for a group of players, but you may be surprised how often that is all for nothing.
If there's one thing that every Dungeons and Dragons game needs, it's a Dungeon Master.
I've been playing and Game Mastering various tabletop RPGs for a long time -- from old school Dungeons and Dragons and Pathfinder, to Wraith the Oblivion, Exalted, and Talislanta. I've run GURPS, Champions, Silver Age Sentinels, Unknown Armies, Conspiracy X, Call of Cthulhu, Earthdawn, Heavy Gear... it's a lot of games.
Sometimes, there's no specific game system out there that both works mechanically and thematically for your Tabletop RPG party.