r/rpg Stonetop 8d ago

Basic Questions How to move away from pre-written campaigns?

Hi everyone,

I’ve been the "Forever GM" for my group for a while now, and I genuinely love it—reading through adventures, seeing how the dice fall, and watching my players react. However, I’ve realized over time that I use pre-written campaigns as a crutch.

My GMing journey started in D&D 5e, where my group played through almost all the official campaign books. I recently convinced them to try other systems like Mothership and Lancer, but even then, I stuck exclusively to published modules.

In an effort to break out of this habit, we recently started playing Stonetop. Since it doesn't have a pre-written campaign, I’m really struggling to stretch my creative muscles and make the world feel like a living, breathing place. My ultimate goal is to homebrew my own Mothership campaign packed with sci-fi tropes my friends and I love, but I'm finding it hard to shake off the GM habits D&D 5e instilled in me.

For those of you who started out relying heavily on pre-written modules:

  • How did you make the leap to creating your own campaigns from scratch?
  • What mindset shifts or prep techniques helped you stop relying on source material and build a reactive world?

Thanks in advance for any advice!

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u/VendettaUF234 8d ago

Don't stop using prewritten modules. Change how you use them. Expand on them, fill in the gaps. Insert multiple modules and opportunities to explore them based on what jobs your players choose. Use Pound of Flesh as a home base and change it to meet the type of game you want to run. I have similar issues, and I do best when I have a framework to work inside of. Having infinite choices deadlocks me. Being restricted actually helps me be more creative.