How do you go about creating a campaign setting?

I started with a timeline and built up the world from there. It bothered me that most worlds had events that happened a thousand years ago be fresh in the memory of the people the adventurers met on a daily basis (I read one camapaign where it was hundreds of thousands .. continents change in that kind of time).

Anyway, once I figured out the area history for the past 40 years the rest fell into place.
 

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There was a series written in Dragon Magazine called Dungeoncraft. The original part of the series ran in magazines #255-#293.
It has now been taken over by Monte Cook in issue #301.
IMO it has some great info from the ground up on how to create and run a campaign.

Later.....
 

When I created my world I started with a simple concept:
A wide multiple-continent spanning empire ruled by a messiah
figure. High adventure, high magic, very much a traditional D&D
campaign with a slight spin.


Somehow, in only a month, it turned into:
A grim-n-gritty steampunkish city run a Merchant Guild where
the players were cops.


How exactly this happened, I don't know. Basically, when I create
campaign I start with a single idea/premise/theme and then I just
brainstorm for a while and write it all down. Then, I pick and choose
what ideas to keep and which to drop. Then I try to form some
kinda sense of it all, adding new ideas as I go.

Then it should be ready to start the first game in. After that, I and
the players (consiously or not) keep adding detail to the world
as we play, as is needed for the story to flow.

Well, something like that.
 
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This is an interesting issue for me, as I am currently in the process of creating a new campaign world myself:

Urbis - A World of Cities

So far, I've written about 26,000 words for it, and I hope that one day I will have written enough for it (and in a sufficient quality) to make it ready for publication... but that's still far off in the future.

Creating Urbis started with the Big Idea - you know, that "Vision" thingie... ;)

The idea was:

(a) to explore what the D&D rules would really mean for a fantasy world. What impact would common D&D magic (such as area-effect combat spells, ressurection and other magics) have on society? Where do all those nonhuman species fit in? Just where do all those magical items come from?

(b) to have really big cities. Most D&D fantasy worlds have rather small cities, and the usual excuse given is "medieval demographics". But spells like bless plants and common healing spells out to lead to population surges... Plus, big cities are cool - really, really cool. I was espeically inspired by the world of the "Obscure Cities" by two Belgian comic artists - see this website for lots and lots of images to understand what I am talking about...

Then I got the idea for Nexus Towers - magical constructs that draw a small amount of life force from all who live near (how much life force depends on how ruthless the ruler is - it ranges from "barely noticeable" to "death camp strength") and convert it into magical energies. Suddenly, you have a very real incentive for rulers to build cities with as many people as possible...

After this basic setup, I started carrying a notebook (the traditional paper type) with me at all time. Whenever I got a good idea for a new city, I would write it down. Soon, the world began to take shape...

And now, Urbis has lots of cities and regions, a map is in the works and will hopefully be added soon, and it might actually reach a stage when it could be called "playable"...

So to sum it up: First, get a good idea for the theme of the world, and then take lots and lots of notes when you are in the brainstorming phase. Read lots of books on foreign countries and history, other game settings, and whatever else might help you get inspired. Then the ideas will flow automatically...
 

SoulsFury said:
Thanks for all the input guys. I think I'm gonna start building a world from the ground up and use the adventure path modules.

This is a good idea, especially if you're pressed for time, and can actually be a lot of fun, working to incorporate separate elements into a campaign whole.

Remember too, both for the sake of verismilitude and your time/sanity, less is often more.

Don't include every monster from the MM and MMII. In fact, don't even include half of them. This is especially true of humanoids and demi-humans. Likewise "wierd" creatures - say that displacer beasts (if you have them, I never liked them and don't use them, but for some people, Displacer Beasts are "sacred cows" of D&D, so....) are extremely rare and only live in a small province on the edge of the kingdom. They were created by a hermetic order of wizards to prowl the countryside and keep orcs (for example) away, and the desecendents of these displacer beasts still live there, in the countryside around the wizards' ruined tower 400 years after the wizards were killed by the dragon who now lives in the tower...

Don't include every real-life culture you can think of, especially if those cultures are close to each other and engage in cultural communication (eg. trade or warfare).

Don't even bother to include stuff in the next continent other than a vague idea of what's there.

While it might seem cool to give the feeling of a big, vibrant world where everything's happening, man, it's both more useful, easier to create and more realistic (given D&Ds quasi-medieval setting and supposed rarity of magic-users), to create an area the size of Western Europe (and surround it with oceans and/or impassable mountain ranges).

Leave the rest of the world uninhabited, if you desire, or full of threats that aren't interested in making friends. This will make it so that nobody will want to risk engaging in large-scale exploration (I'm talking colonial powers here, not PCs). If the PCs do decide to explore there (because you haven't been a good DM and kept them busy with interesting adventures), they will soon get bored with fighting armies of stone-age gnolls with no treasure.

Only put 1-3 main cultures in your Western-Europe sized area. Subcultures can be added to this without too much work (eg. the warrior-aristocracy of this kingdom use longsword and shield, while those of this other kingdom use longsword and shortsword). Also, not every social group and nonhuman race needs their own language. If two groups engage in extensive trade or assimilation over a long enough period, their languages will either merge or one will become largely forgotten (ie. the Celtic tongues in Britain).

You can leave history vague (since it's likely that a tiny minority of scholars know the truth, if anybody actually does). Also, separate what really happened (what you, the DM, knows) from what different groups think happened.

Recent history (the last 100 years or so) is quite important to most characters, so you'll have to detail that somewhat.

A feudal society is probably easiest to build. In this instance, over 90% of people will be involved in the production of food, clothing and shelter. These sorts of people will know very little about the world, either past or present.

Fill your world with secrets!!! Players love uncovering secrets, especially if such knowledge leads to power. Each adventure in the Adventure Path series has plenty of loose ends that entire world histories can be built around.

The current political system being built on the ruins of an older, largely forgotten empire is always fun - ruins are automatic dungeons without the "WhyTF????" factor.

You can explain the lack of influence of magic on day-to-day life by stating that non-magic users have a deep-seated distrust of magic. This is why fighter-types are in power and why the "magic-trade" is largely a black-market style affair. Unless you like the idea of a magic-item industry, though most people don't.

If I think of more stuff, I'll post it, but my setting has been in production (and I don't intend to ever publish it) for over 6 years, and it has grown the fastest when I've been actually DMing players through it.

Start with the Adventure Path modules and pay attention to the players' musings. With a little creativity, you can incorporate their ideas into your world with very few rough edges.
 

When creating campaign worlds, I like to think about the specifics of D&D and how that would change the typical fantasy medieval world, and then try to incorporate that in with all the other world building stuff discussed here.

For example with a lot of magical fliers and magic items that give you flying, a typical walled village may have nets strung above it and other anti-air devices to stop it being an easy target for flying raiders.

The relatively common availability of healing would mean that population increases would be astronomical, so cities much bigger than those in medieval times would be likely.

Fast transport also means cultural exchanges are easily possible.

Long range communication would mean significant news would travel fast, throughout the known world. The gathering of a huge orc army may be known by the rest of the world before it leaves the remote mountain wilderness.

You can practically pick any factor in D&D and with same quasi-logical thinking come up with a believable flavour to your campaign that sets it a little apart from all the others.

GamerMan12
 
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I start with a kernel of an idea.

It is a story that needs telling.

It is a set of circumstances that needs exploring.

It is a world that needs to be discovered.

I put all my ideas concerning this story/campaign down on paper, without thought for structure and consistency.

Then when I'm completely out of ideas, I walk away.

Later I come back, trying to put the ideas in some structure, giving them consistency. During this process, I write notes to myself, questions like who/why/when for all the pieces that are missing. I also note where there are any missing "links" in the story. I note down any new ideas that come to me during this process.

Then I walk away again.

Later I come back and try to answer the questions one at a time. Sometimes on a large project, it pays off to put some kind of priority on the immediacy of the questions. Some can sort of hang back on the backburner for a few months, some may never actually require an answer (Spending time and effort on these questions is a luxury, that you perhaps can't afford if you are pressed for time to get the new campaign up and running). Try not to postpone the big but dull questions.

One of the big questions in my book is what to exclude. Run of the mill DnD is very much a mish mash. Not much flavour. So I tend to limit the number of humanoids to just a few. For instance the project I'm presently working on has:

Giants (one race)
Centaurs
Lizardfolk
Human
Fey (one race)
and an extinct race: the Dwarves.

Players get to be humans. That is it. I believe when it comes to settings, less is more.
 

green slime said:

One of the big questions in my book is what to exclude. Run of the mill DnD is very much a mish mash. Not much flavour. So I tend to limit the number of humanoids to just a few. For instance the project I'm presently working on has:

Giants (one race)
Centaurs
Lizardfolk
Human
Fey (one race)
and an extinct race: the Dwarves.

Players get to be humans. That is it. I believe when it comes to settings, less is more.

Amen brother. Less is more. Otherwise D&D = Star Wars without the electricity.
 

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