• Welp, recently I haven't been happy
with how my homebrew world was
turning out so I said screw it and just
erased the whole map and a portion
of the lore and started over. I've
recreated the whole map and have
mapped out the main continent but
I'm just falling into the downward
spiral of just adding more people and
lore.
Anyone have any advice to
making a playable world
and creating a campaign
and not just world building.
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  • 57 comments

    • I have an idea for a central antagonist and I think I know what I may do. I may gather a group of players and run a session 0 to have the characters made and they can ask questions about the world. Then the very first session will start with the only time I will force them to do a dungeon.
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    • Start with making the villain. Think about their goals and position and everything else can be structured around it
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    • Let your players make connections to the world, have small bits of lore that they can find if they read or listen closely. The point is to have fun with something you created, I understand you have a story to get across but let them discover the secrets of your world and unravel the mystery
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    • Tbh I focus on size, relationship and production when it comes to places. I dont make the town and just come up with the basics. Most of the time I'll make a pool of resources and add them in as we go. Like recently the parties paladin was charged with building a temple to helm. Well when that
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    • Dont make a whole world focus on where they're at right now and maybe the high points of a couple areas. They don't need to know the dietary habits of a fishing village 40k miles away and neither do you
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    • Just go for it. Make what you would want to play
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    • What I mainly do is build the world with the players. Let then play in it and build as you go. Make a city or town and send them there while using their backstory, things going on, and my own plans to create the world. It's worked pretty well so far. Not perfect and a few complications from time it
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    • I'd say combine your player's backstories and mix them into one world/campaign. Don't focus on unnecessary lore because overall the game is about the players and they won't care about lore if they won't have any effect on it. That's what I do at least and my PCs are having fun.
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    • If you want you can turn your guy's favorite video game world into your own and add adventure through it with your own quests, like skyrim.
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    • Read almost any well written book and pay attention to the things the author does to create his or her world. Ive found that it erases writers block
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    • Or if you're REALLY stuck then just buy a module. I'd strongly recommend dragon heist, curse of strahd and decent into avernus.
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    • I agree with the above comment: let your players interact with the world. As well, dont make things too big, work on a small/medium size portion. You only have to make one city or region important for now, but be mindful of the rest of the world. Make them want to stay in the same place, not travel
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    • Some people let their players contribute to world building by letting them make their own places that they come from of course some players are lazy and won’t do anything and some are over the top so be careful with that otherwise make the word fit the adventure not the other way around
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    • I highly recommend stealing stuff from from the dnd world books like eberron and wildemont. From there I would read a book series with solid fantasy worldbuilding, such as game of thrones, six of crows, the grisha trilogy, lord of the rings, or simply study history itself.
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    • Just say screw it and jump in with the players and if there is anything you haven't prepared just make something up and roll with it.
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    • Create an npc party and run through your world
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    • Improv and random generators. Let your players do some of the work for you. You need an NPC to point them to the next quest? Give them a tavern and whoever they talk to first becomes important. It's not perfect but it takes some weight off
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    • Think of a problem, maybe multiple things that could be really bad for the world. That way they can latch on to one that tickles their fancy, and it allows the world to dynamically change based on what they do or don't do. Build your world around the problems. Nuances and world building come next.
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    • Focus a shit ton on the illusion of choice. I got my campaign done in a day with this.
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    • Start with story points of interest and improv side characters and then reuse them. Another fun thing would be to add characters that look and y’all the same who also have the same job like the nurse joys and officer Jennys.
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    • Have a main story that you want to follow, but improvise everything else. That’s what I do
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    • For my game I converted the world from an obscure, but super in depth sci fi/fantasy book series I love into a dnd setting. I borrowed all the maps, 60 page appendix of characters, and a few plot lines.
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    • Honestly, I let my players backstories guide me. It's really very lazy to say here's my campaign and all of you are into it because reasons. But when their backstories can be linked by an evolving campaign, your players are more invested.
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    • I sat down in a session zero with a kinda barebones world with 4 countries each with a few cities and let my players decide where they came from their connections in that area and it came together really well. Now I’m more invested in creating more to the world because my players are so in to it
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    • I’ve done this somewhat recently as well. My scope was just too large. Focus on one region and only spend your time on things your players will actually interact with. It’s nice to have a bunch of world building but 90% of it usually goes untouched in the actual game
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