• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Good sources for making a Homebrew World


log in or register to remove this ad




Jakar said:
Thanks for the tips guys. Feeling a little overwhelmed atm with all the info :p

my best single tip would be to start by writing an adventure. Start it in a small town, flesh that out. Come up with a location for the adventure a short distance away from the town, flesh that out. Come up with a plot, sprinkle some flavor over the town. Turn the players loose.

I find that a good group of players can help you , intentionally or not, build up a campaign world. As your players go on adventures they will help ad flavor and inspire you at the same time.
 

I agree with you Mcrow.

I have gone to the point of asking all my regular players what they want to see in a world.

But I do like your idea. Thanks for the hint.
 

Jakar said:
I agree with you Mcrow.

I have gone to the point of asking all my regular players what they want to see in a world.

But I do like your idea. Thanks for the hint.

Yeah, it works pretty good for me. You start in a small village and by time your campaign winds down and characters come together you have all sorts of stuff to work with. Take a lot of notes! All you have to due is fill in the gaps and add a few things after a full campaign and you have a workable setting, not complete, but you'll have a good start.
 

That's the most beautiful thing about the Winninger Dungeoncraft methodology. It's specifically designed to combat DM overload and overwhelmedness. The first rule of Dungeoncraft is "never create more than you need."

It's a real beautifully economic and efficient methodology that is specifically designed to prevent DM burnout before you even get to the point of running a game.
 

There are links in my sig to articles on Coastal Areas and Mountains that I wrote back when 2e was King. They contain information that might still prove useful.

RC
 

Jakar said:
Thanks for the tips guys. Feeling a little overwhelmed atm with all the info :p

I do recommend reading the Rich Staats/Juha juuso Vesanto article that I referenced in that list of links earlier in the thread. It describes the two main approaches to designing a game world -- bottom up and top down -- and might give you a good idea of which information out of the rest of it that you want to start with. Basically, it might help you decide what you want to focus on and where you want to start.
 

Into the Woods

Remove ads

Top