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You will want mods to make it more advanced especially maps
(base GM mode is very very lacking and was not given the love it should have). -->
Though I expect you will want to use some the player made campaigns and edit them if want/need to your liking at first any ways so would not worry if that the case they will tell you which mods are needed at right side if any (though again if it a good one it should need some, and a good tip to know if you should look at it in first place as many posted are unfinished etc...).
Have Fun.
Thanks guys.
What the DOS2 GM mode is designed for, however, is to homebrew your own set of rules (and stats) to experience a roleplay campaign in a Divinity setting (or any setting where DOS2 assets are enough to play around, which is not the case of DnD). There's also an existing ruleset that I've created and published : https://steamcommunity.com/sharedfiles/filedetails/?id=2146000327
Thanks for the reply.
A little too late since I already bought it and planned a small campaign. I realised it's not the same as regular d&d no. However, I think it would be great to introduce people to the hobby this way anyways.
Thanks for the tips. For now, a roleplay experience is also fine.
We're running long campaigns weekly open to spectators, and some GMs can host something to newcomers.
And I agree, GM mode is a great way to introduce newcomers to roleplay, especially if they have a gaming background. That's how I got into it.