Creating A Homebrew Setting

I like to start the players in a small town, this way they don't know anything about the world. Then as they spread out and we all kind of explore together.

The worlds have an idea or a theme behind them but the idea of sitting down and building an entire world is a bit daunting to me.

Start small and keep filling in the white on the map.
 

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Might I suggest you plan future adventures WAY in advance. A complex map and special idea about the world is great, until you get to those game days where you have nothing planned, or you have failed to guide the adventure in the direction of something grander. Don't start using the world until you have a least a vague plan for where you are taking people well into the future, unless you enjoy last-minute half-assed adventures that you slap together on the day you are supposed to play (it will happen anyway, but at least they won't all be that way).
 



I start with a concept, then a map, then start thinking about the nature of my game, why are their dungons, why the other races, stuff like that. Monster selection is next, who is the foe.

Then start working on the player details - this is knowledge that the players will use everyday, that they should know.

Now for the DM stuff, a lot is just added on to the players stuff but with some hidden facts.
 


...check out the following threads (all by mmadsen):

The first ones may be somewhat useful, depending on what you want to do.
Traps (Esp. Ancient Traps)
D&D for a Younger Audience
What do your heroes do when they're not adventuring?
Magic Weapon Names

The following threads will definately be useful, especially the last one!
Robin's Laws of Good Game Mastering
How to Twist Plots
Compelling Encounters!
What's Your Monster Palette?
Little Changes with Big Flavor

Thanks for the kudos, Rune.

Wow, I didn't realize just how many threads I started lately...
 


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