| Post/Author/DateTime | Post |
|---|---|
| sarkis10-17-07, 11:54 PM | Hey guys, I'm a new DM/Player of DnD, my group consists of some siblings. We decided about 3 months ago that we wanted to start playing DnD, since it was my idea I decided that I would be the DM. IF ONLY I HAD KNOWN! Now after reading through the PHB and the DMG I feel like curling up in a fedal position. Anyways, I'm looking for some good advice on mainly one thing, WORLD BUILDING! I'm pretty sure what I want the theme of my world to be, and the basic politics. I have an idea using like 4 loose territories that are held together by the basic idea that if we don't provoke eachother then we can all live in peace. I really would like to see a huge setting, think of Forgotten Realms, only not so much water. I really don't like the idea of using premade settings like Ebberon or Forgotten Realms because, well, that's more books I'll have to buy and read through, plus I think I will get the most enjoyment out of a campaign setting I made myself. Should I try to conjure up a map of my world before our first session? I want my players to be able to know where things are in the world, so I'm really stumped. I'm really hoping that some guys with experience could help me. Thanks alot |
| Sir_Wolfgar10-18-07, 01:25 AM | Well, I believe Tolkien said something along the lines of "It all started with a map," so I would definitely sketch something down on paper. I know it helps me visualize the world in which I'm creating to have something to look at, so I can hypothesize on the interactions between the nations or communities. Say when you are making the map, you draw the mouth of a river near the border between two countries. Did those nations fight for that river access in the pass? Is that river mouth the site of a lot of trade between those two nations? Is the border line loosely enforced, with the river being the 'real' border? It's questions like these which pop up from looking at a map. |
| Artifact10-18-07, 02:16 AM | Check out Chapter 5 Campaigns of the Dungeon Master's Guide. On pages 135 and 136, there are two approaches to world-building described: the "Inside Out" approach and the "Outside In" approach. Basically, do you want to start out small and add details as the heroes gain experience, or do you want to start with the big picture? I prefer the inside out approach most often myself; it gives me a little breathing room to work, since I don't have to detail everything up front, as it were. All in all, Chapter 5 of the DMG offers some excellent guidelines for world-building. It talks about bringing the adventuring party together, consistency within the setting, calendars and timekeeping, recurriing characters, foreshadowing, and a lot more. There is also useful advice on geography, generating towns, economics, politics, legal issues, magic in your world, religion, all as its pertains to world-building in general. *** I often struggle with naming people, places, and things. In most cases, I'll use "place-holder" names until something I think sounds cool pop in my head. For instance: The big forest in the middle of the map may be the Hidden Forest for a long time, until I realize the Misty Woods sounds better (actually, I think Tolkien may have gotten that one first ;)). Don't be afraid of using place-holders, as long as they're not awkward or odd and serve their purpose it should be okay. I also keep a list of names that might be appropriate for any 'one-shot' NPCs the heroes tend to bump into. Its too easy to end up with "Fred the Blacksmith" otherwise. In the end, just have fun; develop not only the details about the setting that are of interest to you but also what you think your players may find exciting (they may have ideas and suggestions of their own for a setting). Good luck! --Art |
| Dog_O_War10-18-07, 02:11 PM | Okay, first I suggest getting a few of the free PDF adventures from this site. Here is the link you will need; http://www.wizards.com/default.asp?x=dnd/oa/20030530b These (well some of them) are great tools to be used. I would suggest that you get A Dark and Stormy Knight, as well as A quiet Night of Cards. Unless you've got experience running other RPG systems I highly recomend using published material; this will relieve a huge amount of stress from yourself, as well as give you the framework for building your own world. From here I would start small (when I first attempted world creation, I started large - the DMG calls it, "from the inside out". I have yet complete this task. It's been 4 years). Starting small gives you the advantage of making it up as you go along; just keep acurate notes (another one of my deficiencies) and you'll have plenty of continuity. Maybe even using the random town generator in the DMG as the basis for your first NPC's; it'll give them an alignment, and a place they can be found; look in the DMG for random personality quirks to give them a bit of versimilitude (realism). If you do want a map, make it fairly small - maybe just two cities (the capitol and a trading hub/port) as well as 5 to 6 towns/hamlets. this is large enough for them to take a while exploring, but not so large as to create a ton of work for you. I will also suggest putting the towns and villages no more than a day or two apart, spaced along the road between the two cities. Try and remember to include travellers' stops in the gaps that are larger than a half-day's walk. (this would be dependent on a 30ft move; you're looking at an inn about every 16-24 miles. Don't worry if you don't understand what I just said). You will also need to think of what kind of "monster" your players will first encounter, and the circumstances they will be encountered in. Orcs, goblins, kobolds, the undead, and even animals all make for good first enemies. I personally like using the undead, but conjuring up reasons other than being in a graveyard/tomb to use them can sometimes be a stretch. What I will finally recomend is that you do not under any circumstances give your players crazy amounts of treasure or allow super-fantastic races to be played (at first). Try and do it simple and by the book; when you accumulate enough experience yourself, then sure - go for it. But for now, just try and maintain control. There is a chart in the DMG called character wealth by level; this is a good guide line to use. I wouldn't give more (or less) than 20% of the number listed, but you don't need to be crunching numbers to make sure they are within the margins. One last note; be prepared to make mistakes, and to have lots (and lots) of restarts. |
| sarkis10-18-07, 02:18 PM | Thanks a lot guys, these have all been helpful. I think I got the basic idea down. |