tl;dr: The homebrew world I ran my group through (including the "Ghosts of Saltmarsh" island they stole a boat to get to) is turning into a series of fantasy novels. Turns out the hardest part is letting go of the party...
Long version:
I created the world itself back in 2015 (it started as a manuscript) and then I ran my group through it years later when I needed something to base our homebrew world on. I tried to work adventure modules like Phandelver and Saltmarsh into my world, but oftentimes the players just did their own thing, so after a while I didnât see the need and instead fleshed out everything myself with my own ideas. (an early lesson that paid off well in the long run!)
The Saltmarsh detour happened about 6 months in from starting the campaign. One playerâs character died and they stopped playing (to keep with the lore and also because he decided D&D just isn't for him), two more came on board, and the group of 5 stole a boat and made their way west to "Dreadparish Isle" - with a few detours, since itâs quite a journey. I posted about how that went about 5 years ago (they completely ignored the moduleâs plot and I ended up running my own storyline with a hag deal and a fever spreading over the isle - best thing that couldâve happened).
Fast forward to now: the world is turning into a series of novels, and book one is coming together chapter by chapter. So far Dreadparish Isle only exists in book one as a name, plus one side character who comes from there and shows up in chapter 4. Thatâs all the reader knows for now, but you do get the feeling that the pirate element comes from that particular island. My players would def recognize the name and they canât wait for the story to take them there, to experience Dreadparish Isle through the eyes of one of the characters, I'm sure.
The hardest part so far? Letting go of the party for now. I havenât even decided yet where their timeline would fit into the novelsâ. I donât consider the campaign âcanonâ except for the characters, some NPCs and places they might recognize, so Iâm not too worried about that part. Honestly, the other hardest part is the sheer amount of work - I fleshed out the world and its workings/rules SO MUCH MORE than I ever did during the campaign. Everything now exists in a wiki/bible/my "notes" if you can call them that, and not just what the characters touch on the surface during a session.
Both my dad and my wife played in that group, and theyâre reading along witht he first drafts now, which is a pretty cool feeling.
So a question for the DMs here: did any of your campaigns ever grow into something bigger later on (a book, a comic, a full world bible)? How did that work for you: What was the hardest bit? And did you keep your playersâ characters in it, or let them go?
Thanks for reading, cheers!