Imaculata
Hero
Sources of inspiration
I have three main sources of inspiration: I have a muse who came up with the world in which the current campaign takes place, and I incorporate her ideas into the main narrative. We often have very lengthy discussions about this fictional world, and what future political developments are likely, while also expanding the lore together.
Another source of inspiration is my travels. A lot of my current campaign revolves around traveling, and just the awe of seeing amazing locations. I try to inject that same feeling of awe and wonder in my descriptions of what the players see, so that it feels like a real place. It helps when I've actually been to the sort of exotic locations that my players visit in the campaign.
And lastly, I study the subject matter that my campaign covers A LOT. I make sure to inject some historical accuracy in my portrayal of the world. For my current pirate campaign I not only studied real life pirates and pirate weaponry, but also tropical food and drinks. I make sure that when I describe a type of fruit to my players that they've never heard of before, that it is accurate in the way it looks, the way it is eaten, the way it tastes, and the type of tree it grows on. And to some this may seem like a ridiculous attention to detail, but I prepare all of that in advance, and it really helps add that extra bit of realism to the campaign.
Developing new campaign ideas
A new idea for a campaign, usually starts with a location that the players are traveling to. I want my world to be fantastic and awe inspiring, so I spend a lot of time thinking of how to make a new location interesting. It should invoke this feeling as if walking through Disneyland. At every step there should be something to amaze the players, and defy their expectations.
For an upcoming session, I had to think about the island of the Oarsmen dwarves, who are a faction of pirate-dwarves that specialize in underwater salvaging and exploration. I had to think about what their island (Stoneoar) looked like, and what made it special. I came up with a unique exterior and interior look for the island, that ties in directly to earlier plot lines that I introduced in the campaign. From there it was easy to come up with more sub-plots and supporting characters. The location is the framework for everything else. For example, I came up with an underwater transit system, similar to the cable carts in the game Riven, that connects between the island and various underwater locations.
I have three main sources of inspiration: I have a muse who came up with the world in which the current campaign takes place, and I incorporate her ideas into the main narrative. We often have very lengthy discussions about this fictional world, and what future political developments are likely, while also expanding the lore together.
Another source of inspiration is my travels. A lot of my current campaign revolves around traveling, and just the awe of seeing amazing locations. I try to inject that same feeling of awe and wonder in my descriptions of what the players see, so that it feels like a real place. It helps when I've actually been to the sort of exotic locations that my players visit in the campaign.
And lastly, I study the subject matter that my campaign covers A LOT. I make sure to inject some historical accuracy in my portrayal of the world. For my current pirate campaign I not only studied real life pirates and pirate weaponry, but also tropical food and drinks. I make sure that when I describe a type of fruit to my players that they've never heard of before, that it is accurate in the way it looks, the way it is eaten, the way it tastes, and the type of tree it grows on. And to some this may seem like a ridiculous attention to detail, but I prepare all of that in advance, and it really helps add that extra bit of realism to the campaign.
Developing new campaign ideas
A new idea for a campaign, usually starts with a location that the players are traveling to. I want my world to be fantastic and awe inspiring, so I spend a lot of time thinking of how to make a new location interesting. It should invoke this feeling as if walking through Disneyland. At every step there should be something to amaze the players, and defy their expectations.
For an upcoming session, I had to think about the island of the Oarsmen dwarves, who are a faction of pirate-dwarves that specialize in underwater salvaging and exploration. I had to think about what their island (Stoneoar) looked like, and what made it special. I came up with a unique exterior and interior look for the island, that ties in directly to earlier plot lines that I introduced in the campaign. From there it was easy to come up with more sub-plots and supporting characters. The location is the framework for everything else. For example, I came up with an underwater transit system, similar to the cable carts in the game Riven, that connects between the island and various underwater locations.
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