Okay nerds… Buckle up because I have a lot to say this time.
Today I want to talk about creating your own Dungeons and Dragons campaign or more specifically world building. A while back we did a video on our personal experiences from when Mikaela and I were first learning to play DnD where I mention not ever having DM’d. For the uninitiated, that means to be the Dungeon Master or the one creating the world, plot, deciding dice role outcomes, etc.
DM’ing is very underrated. The DM is (for lack of a better descriptor coming to my mind at the moment), the game god. It is a lot of work, prep, blood, sweat, tears, and love to be a good DM. But it is also very rewarding! You get to see your world come alive and be a part of not one character… but EVERY character as you are the playing all the NPC’s but also helping to develop and grow your players characters over time. You are constantly flexing your creativity, quick thinking, organization and, depending on the DM, your acting.
That being said, the prospect of being a DM can be intimidating. I can say that for a loooong time I avoided it like the plague because I knew it would be a commitment and I didn’t feel I would be able to do it justice. Earlier this year I decided to say, “fuck it” and start building my own campaign anyways. It may be a learning curve, but I have wanted to try my hand at being on the other side of the table and was done psyching myself out. Turns out my OCD ADHD self LOOOOOOVES world building and what I should have worried about is getting stuck in a creative concept hole.
That being said, I just want to preface my world building process with a couple notes (big surprise since I always do this).
- I want to emphasize the distinction that this is about WORLD BUILDING for your campaign. Writing a campaign is like writing a story whereas the world building is just focusing on building the world the story takes place in. You need to take into consideration things like the Big Bad Evil Guy (BBEG), character deadlines, etc but we aren’t focusing on them as that will develop and change to some extent during game play and I could/will eventually go more into that at some point.
- I am sure you can find a bunch of other lists and articles that tell you how to world build. They will probably work. At one point or another I looked at some of those lists to make sure I didn’t miss anything. What I want to do today is show you the process that, specifically, I went through and what tools you might use.
- I will point out that you could definitely buy one-shots, books of campaigns, maps etc and have just as much fun but this is how to build your own world for a new campaign because worldbuilding is just as much fun as playing in my opinion.
- Again, I also want to preface this with the knowledge that there are MANY ways to go about this and none are wrong. This is just what I did. I will also be using my world as an example, so I do not go off into more tangents than is already inevitable with me.
So, let’s get into my process…
I like to start big and add more details as I go. My thought process behind this is that when writing campaigns, you want to let the world grow with the characters and let the players help build it with you. It was easier for me to consider the bigger picture and start filling in necessaries so they had a starting point with the knowledge that smaller details can, to some extent, be thought of on the spot or become lore through the actions or back stories of my fledgling party.
WHAT TYPE OF GAME PLAY DO YOU WANT?
I am not sure if this first thing is necessarily world building, but the first thing I considered was what kind of campaign I wanted to run. It helps set the tone, what kind of world I want to build, scale of the world, etc. For example, if the campaign you want is going to be a dungeon crawler you might build a high fantasy world OR do a more modern realistic world with Indiana Jones vibes. If you want a suspenseful murder mystery, you could go with a Victorian or a sci-fi space setting. Maybe you really want steampunk political intrigue. The point is that by determining what type of game you want to play; it will hugely affect what type of world you want to build. I also feel like mentioning that you can take inspiration from anywhere and to not avoid mixing and matching things. You are creating a new world so you can have new concepts! But on the flip side of that, do not be ashamed to steal a concept that is already out there and play it with maybe just slight tweaking because your players are going to add their own flavor to it anyways.
In my case, I was building my campaign world off of a book concept I had considered writing. Additionally, I am a huge book worm and also avidly consume Anime and Manga and there were certain tropes and plots that I loved and also wanted to incorporate so I pulled inspiration from a couple places. I decided on a high fantasy style game that combined an adventure/dungeon crawling style with political intrigue. I also love adventurers’ guilds but didn’t necessarily want players in one… maybe just something similar. I also loved the idea of playing something based off either a mirror image of earth or its cultural beliefs. So, imagine if the earth was populated by the myths, legends, and fantasy creatures we write and talk about and in this world, humans and our meta cultures are the stuff of their myths and legends. Again, this was kind of a vague idea at this point, but it gave me a concept to start building everything else on.
KEEP SOME THINGS, CHANGE SOME THINGS.
This is also less of a step, and more of a reminder for me and you; a tip if you will. When thinking about all the following steps, remember to keep some meta things and change some meta things. What I mean is don’t have a world so far removed conceptually that players can’t understand it or struggle with game play BUT also don’t have it be so normal in comparison to our meta world that it is exactly the same. If NOTHING in your world is relatable there is a steep learning curve. Additionally, it makes it hard for the players to have a starting place to be creative. I love being able to use my own meta knowledge about our world in creative ways… like sciencey shit etc but if NOTHING is applicable in that world it makes it hard for me to improvise. On the flip side, if it mirrors our current world exactly… what is the point? You are describing my reality, not a new world. At that point I would just call it TTRPG Sims… or I would go play my Sims… or even better, walk out my front door and interact with my normie neighbors. You need to change at least one thing about our world and then watch how it affects everything else.
START BIG. HOW IS YOUR WORLD LAID OUT?
This was my big map step. You will constantly be making maps of cities, dungeons, encounters etc. but you need to have a larger, general world for those to fit into. I already said this… but I like to start big and narrow down details later so my next step was creating the world or planet itself. Think about how big you want your world to be. You can start with a universe and then add planets that you add continents to and then later country borders to and so on, and so forth. For this world, I started at the scale of a planet. To start, I drew an equator (there is a reason for this) and then started drawing continents. This was easy for me because, though not exact, I based my continents off our meta world, BUT you could draw literally anything. The sky is the limit. Maybe your whole world is only one continent or a bunch of islands or a single spaceship or everyone lives in ships because there is no land. You get the point.
After that, think about if and how your continents would be further divided up by “human” constructs such as territories or state/country borders. Do they have defined borders or is everyone nomadic? Or maybe the world isn’t very populated and is mostly uninhabited wildlands. When I got to this point, I chose to take a bit of a hybrid approach. A planet is large and if there are multiple continents, it stands to reason that not all of them will be the same. Because I was basing my world off of our myths, legends, cultures, etc. I did research on those cultures and made decisions accordingly. The continent corresponding to our Europe has country borders that are not a mirror of but are vaguely reminiscent to Europe’s countries. The continent corresponding to North America is completely different. I chose to base it off of Native American lore and their cultures as a whole had less defined borders. To reflect this, I chose to show the territories where nations are generally found but avoided hard borders and many (not all) of the nations were nomadic or semi nomadic.
I also started adding major topographical landmarks (think major mountain ranges, great lakes, things big enough to show up on a world map) at this point but I didn’t focus too much on it yet. It is a whole planet, and I could easily get super sucked into this FOREVER.
You do not need to pull all of this from thin air either. Think about your inspirations and work smarter, not harder. I pull images and information from the real world and resources already out there. Here are a couple I use(d) on the regular.
- The internet in general- This is obvious. I used this for research and for images. Google search the shit out of everything. I was all about using reputable sources and fact checking but depending on your world and what you are searching for, realism may be less relevant honestly.
- Inkarnate – Create Fantasy Maps Online– This is a favorite resource of mine for several reasons. You can use this site to make your own custom maps fairly easily in multiple styles for free and with paid versions. Additionally, there are randomization options for those who want less work or care less about this aspect or are stuck. This service works for world maps but also for cities and dungeons, so it is VERY useful long term. Finally, many users publish their maps for other world builders to use FOR FREE so you can also find a map that suits your world if map making from scratch is not your thing.
- AI art- AI gets a bad reputation but if you are looking for fun visuals for your world without spending forever, this is the way to go. As an artist, I sometimes (a lot of the time) hate AI art and what it means for me BUT sometimes I go this route. I just find free programs online and sometimes I know what I want or other times I will use the weird things it makes as inspiration. Either way, I love having visuals for my players and myself and while I enjoy hand making things, I will also supplement with this.
THINK ABOUT THE RULES OF A PLANET.
When I talk about thinking of the rules of a planet, I am talking about the laws of nature. Once the campaign is running, this is mostly not thought about in game play because it is second nature (baddump-tsss) to accept those everyday rules. I mean, how often during the day do you consciously think about tectonic plates, gravity, or the tidal currents of the ocean and how that affects landscapes, weather, and where certain things live? The answer is A LOT if you are me but probably not at all if you are the general public. Just think about that for a second though and what this would look like in your world.
I would recommend using our world as a reference for these laws. Remember: keep some, change some. It will make the world more relatable and avoid awkward gameplay. I am not saying that you need to become a meteorologist, zoologist, geologist, etc. to make your world. How in depth you go and how much you change is up to you. I knew I could spend forever creating this new world and never actually play if I got stuck in this. I went VERY DEEP and will probably always be adding to this. What I am saying though is to just put a bit of thought in… I started with these categories for me:
- Tectonics- I went there! You don’t need to. But I just briefly thought about it because it helped me decide where to put mountain ranges and volcanic hotspots. I did use our planet as reference, but I didn’t want placement to be 100% the same.
- Seasons- Do you have the same seasons or are they completely different? I kept the same seasons. Both because of familiarity and because a lot of ancient lore revolves around the seasons, so they were relevant. Also, I knew I was going to focus more in other areas and was avoiding even more work.
- Natural Disasters- What types are there? Are they more prevalent in certain areas? I decided to keep our normal ones and add a couple new ones since I had a highly magical world. For example, I added a Chaotithaumaturg Storm with is basically a big word describing a huge storm event that happens around areas that are particularly dense with magic, and it causes your own magic to react and manifest in weird ways or not at all.
- Gravity- This was easy for me… I kept Earths gravity. This may be different on your planet, spaceship etc. If you are in space, you could have VASTLY different ranges of gravity and that will affect races, game play, technology, flora, fauna, etc.
- Distance from Equator- I told you this would be important! Again, because I used earth as a reference, I knew my rules and could mostly ignore its placement BUT, on your planet, think about how this affects everything. On Earth, closer to the equator means more light and warmer weather which means that the races and flora and fauna there have adapted to that. It also means the water in the oceans is warmer near the equator, leading to more hurricanes.
- Wind and Ocean Currents- Again, for me, Earth was a reference, and this was one area I chose not to mess with. There is one big thing to remember about currents though if you have different terrain/ continents and it is that currents will follow the path of least resistance. This could mean flowing downhill if we have Earth gravity or up if we have a different gravity rule. If wind hits a mountain range, it will be forced up which will cause different weather on each side of it. Water will flow until it hits an obstacle (like a continent) and then will be redirected to flow along the coast until it is redirected again by another obstacle. When apposing currents meet you could have a strong up or down current or a whirlpool. Just things to think about if you want to make more realistic maps/terrains.
- Flora & Fauna- This is where I chose to make more of my changes and where I am still making new things constantly. Think about what plants and animals are in your world and what/where their habitats would be. I kept a lot of our meta plants and kept them native to areas relative to our world while adding larger carnivorous, magical, and monstrous options as well. For the “animals” or creatures in the world I may have gone a bit far (to the point of dichotomous keys). I did keep some of our animals but for the most part I wanted to make run of the mill animals, like pigeons, the equivalent of a mythical creature like a phoenix. Instead of Pigeons, they have something that looks like tiny rat pigeon gryphons called a Rageon. A shifter that turns into an earth wolf? How magical! What is a cow? Instead, my cultures have domesticated and made a global industry out of Bonnacon farming. I just felt like it really made for an immersive world and opened up opportunities for fun interaction.
You don’t have to focus on all these things, or you can look at other “rules” than I have here. I would recommend though that whatever you are thinking about, consider how they interact and change in relation to each other if you tweak just one thing. How would less or more gravity affect your natural disasters? What if there was only 1 season… or 13? And how would that affect how plants, animals, or even people adapted?
TRIBES: WHO, WHERE, AND WHAT ARE THEIR RELATIONS?
So now we have a planet and need to start adding “people” as it may be. I like to think of this in terms of “tribes” because it is a bit more in depth and pushes me to think about things in different ways. Tribes can be defined as:
a social division in a traditional society consisting of families or communities linked by social, economic, religious, or blood ties, with a common culture and dialect, typically having a recognized leader.
A tribe can be a race in the broadest sense of the word, or we can narrow it down to nationalities, religions, government factions, a club at school, a friend group, etc. I like to start thinking about who my tribes are, where they would be found, and what do their relationships look like. Do you only have 2 races; one that has adapted to water and lives on the coast and an inland hunter gatherer race. Do they get along and trade for resources? Or do they compete and have a long history of conflict? I once again find it easy to start big and narrow it down:
- What races inhabit your world? I went high fantasy and had a lot of options since each culture has numerous intelligent characters to turn into races. Just think Celtic Fae or Japanese Oni and the variations within those categories alone. Therefore, I have a very diverse world.
- Where does each race live? In my world I based this generally on what culture the mythos is from, but you may need to look at things like where resources would be available and where their physique would make sense. Or maybe your race has to live someplace odd but there is a relevant reason that you are writing into your campaign (ie. dwarves living in trees because of extenuating circumstances no one will tell you even though they hate it).
- Next, start dividing into smaller tribes. Maybe it is the scientist in me, but I love to categorize things. First, I started with broader groups that I thought would relate to each other best. In some worlds this could be nationality. I did consider nationalities as a tribe but I actually went with categories of races first such as the fae, shifters, mer people, demons, angels, tauric races, vampiric races, shades and revenants, giants, etc. Within those I then broke them down into subcultures. Take dwarves for example… just to name a few I put in that category I have the Menehune of Hawaii, Duwende of the Filipines, Duergar of Northern England, and the Zwerge of Germany. These were my own categories that I used for my world so I did take some creative license, but you get the point.
- Think about how these different categories or tribes interact with each other and why it is how it is. Just as a note, I feel that tribes closer together are more likely to have either the most conflict or the most harmonious relationships. It is this duality of naturally wanting to be seen as unique/different and competing over the same resources while simultaneously having a lot of commonalities due to similar environments and an exchange of goods/ideas. If you are in forced proximity you are bound to either love or hate each other eventually.
- Start adding smaller tribes. Here are some I considered/added: countries/ governments, gangs, organizations, guilds, and religions. Maybe in your world it is fleets or packs. Regardless, make yourself some groups and decide who they like and don’t like.
I feel like a lot of other articles that talked about world building didn’t really talk about tribes and their relationships, but I think it makes it more realistic. Especially if you are looking to make a very large world and if this is a campaign you plan on making a long one. It adds layers that you may not interact with at first but will add complexity later.
WHAT DOES THE DAY TO DAY LOOK LIKE?
This was actually a suggestion in a Master Class about Fantasy and Science Fiction Writing by N.K. Jemisin. By this point you should have a very clear idea of what your setting is and who is interacting with your world. Think about your daily routine and what that would look like in the world you are creating. This will help you flush out the minutia like transport, money, language, prepping food, bathroom routines… little things. This is probably where I get stuck the most trying to make things consistent and make sense. N.K. Jemisin listed off some different areas to consider how your world is different or the same as ours: Deviance, Military, urban vs rural, gender, politics, inequality, medicine, technology, health, family, stratification, law, conflict, race, economics, culture, education, religion, environmental, ethnicity, science vs magic (how does it work in your world), and industry. I wouldn’t even know where to start to give examples for this step because once again I went a little cray cray at this point. I decided that like different countries in our world had different day to day routines, currencies, socio-economic structures etc…. so too would mine. I will say that I originally started just flushing out the deets in the area my players started in and am building other cultures etc with my players as we go to an extent. It also helps that I am once again basing much of it off of our meta world so if it is an area of the world that historically bartered and was nomadic… the culture in my new world will barter and be nomadic.
MAKE SOME NPCs… BUT NOT ALL OF THEM.
Okay… Now that we have general groups of people, we need to flush out some NPC’s. Your NPCs should constantly be evolving and growing as the campaign progresses. Don’t worry too much about having the info for every person in the world and their whole genealogy. Just focus on some NPC’s you will need either on a regular basis, to progress plot (like your BBEG), or in your next session. When deciding who to initially create, I asked myself a couple questions:
- Who do my players already know? I try to have at least one NPC per player that would be tied to their backstory and the players themselves can help with that.
- Who are some of the local vendors?
- Who are some local figures of authority?
- Who are a couple NPCs that you may NEVER meet but everyone would know their name? This could mean adding celebrities, higher ups in your star fleet, or the king for example.
- Who is my main villain?
- What NPC’s do I need to progress any story I have?
This is just how I started to get the dice rolling and for each one I tried to make note of a couple things that made them relevant and interesting so that I had a starting point to play them later. Things like how they look, likes or dislikes, their role in the world, maybe a couple sentences on their backstory, a quirk, or a skill that isn’t obvious, but your players could accidentally discover and take advantage of.
There are lot of d100 lists, charts, and online generators to help randomize NPC’s. Here are a couple of resources that I like.
- AI art- again, just using free online programs to have visuals for your players.
- Dndspeak– This site has lists and AMAZING generators for everything from names, designations, physical traits, character quirks, etc. They have them for fantasy AND scifi themes. Additionally, they have generators and lists for even more than this… loot, locations, weather, wares in a store, dwarven insults… EVERYTHING.
- Fantasy NPC Generator with 5E Stat Block (npcgenerate.com)– This generator is nice because it lets you narrow down modifiers like age, race, or profession. It still gives a blurb and description of them but gets in depth enough to describe the voice for DM’s who live more role play. Additionally, it creates a stat block in case they end up in combat or so that you can save it.
- Youtube- I watched youtube videos to help create NPC voices. Two in particular that I found helpful were How To Create 100 Distinctly Different Voices by “Improve Your Voice” & Laban’s Eight Efforts demonstration by “David Bareford”.
IS THERE A BASE OR HOME FOR THE PLAYERS?
Now we have a general map, general groups of people, and specific people (NPCs). The next thing I needed was to zone in and become more detailed with my map as we got closer to where the players were based. In my case I followed all my previous steps for map building and still used Inkarnate to get a bit more detailed on a map of their country, adding a few towns for now and some topography. I don’t need to know a bunch about those towns yet. Next, I picked where my players would be based. If this was a city or town, I would then make a detailed map of that as it would be referenced a lot over time. I chose to have a home base outside a town, deep in the woods but there were still multiple buildings, so I mapped that. If your characters have a house or home base you could make a map for that. You could stop at country scale and use theatre of the mind for the rest. Do as much or little as you want. For now, I have not mapped out the inside of shops or their base and instead opted for theatre of the mind, but you never know when that will change.
CONSIDER THAT A WORLD HAS LAYERS AND HISTORY.
This is another one of those steps that is more of a reminder than anything else. To avoid a flat to two-dimensional world, you need to have layers. Here are some things to just keep in the back of your mind and use as you will.
- Worlds have long and convoluted histories (unless it is a new world) and usually there are multiple truths depending on the perspective of the teller. Additionally, the average person does not know everything about that history or remember it clearly if they were educated in it.
- Everything is connected so think about the butterfly effect and how each decision you make in world building will change something else OR what repercussions there will be for gameplay.
- Usually, two of the same things are NOT the same. What I mean by this is that there is always some variation. Unless you are copying and pasting something digitally, there will always be differences and you should play with this. This could be variations between individuals of a race. Or within a pack of wolves where some have different abilities or stats.
So now that I have dumped all of this information on you, I just want to remind you that this was just how I decided to approach it and is way more in depth than some of my friends have done. Some campaigns I have played, they started with just a partial idea of a town and built out from that as we went and another, I have done was a dungeon with a new world on each floor. However, you choose to build your world, I hope this has been at least an inspiration rather than it making it seem more daunting.
Until next time,
Taylor