not-so-newguy
Legend
"Core Assumptions" on Page 9 of the DM's guide might be helpful.
1) Map of immediate areaI want to build my own world, as so many who play D&D do. My question is, what are the bare basics for the world to be playable?
Cool.So far I plan on not having Dragonborn or Arracockra, but the rest of the races will be around.
Also fine as well. Just describing the planes as "the other world" or "heavenly realms" is often enough.I have a pantheon, though they pretty much have a 'Mount Olympus' type plane where they all live, as I don't think I will be playing with Planes too much.
Well… you can literally write a book on worldbuilding. (Shameless plug) It's a big topic. But it really doesn't have to be.So, all of this being considered, what do you think I should work out before I try running a quest in this world? I might be able to do so now, but I wouldn't mind having some experienced people check my work. Am I missing anything specific that you would include in your world building process?
In plane-hopping games, I've created worlds from scratch as I describe them to the players, staying half a step ahead of them as they explore. So you don't absolutely /need/ anything up-front. It sure can help though, so I guess you have what you need when you feel comfortable to start running it...I want to build my own world, as so many who play D&D do. My question is, what are the bare basics for the world to be playable?
Starting with races and deities is a good idea, as they directly impact character generation. In 5e, you decide for the campaign to use feats or MCing or DMG modules, too. Those choices may imply some things about the world. So, really, anything that can come up at chargen: races (including where they're from and how they relate to eachother), classes (and do certain of them, most notably Clerics, Druids, Paladins & Warlock have any special meaning/expectations/issues/history in the setting), skills (are any of them particularly respected/valued or looked down on or even forbidden) & proficiencies (are there any tools not found in the world, or unusual ones that are common there), and of course, gear (any deviation from the old D&D stand-bys, are there still barbarians using stone weapons, do the people of one city have primitive firearms, is late-medieval plate armor readily available, rare, or unknown, do elves make feather-light mail from mithra[/]l, etc).So, all of this being considered, what do you think I should work out before I try running a quest in this world? Am I missing anything specific that you would include in your world building process?