Summary
There is no denying that the Forgotten Realms isan iconic setting.Most players, unless they were some poor soul that had their firstDungeons & Dragonsexperience withCurse of Strahdor something to similar effect, have experienced this classic High Fantasy setting in some capacity, specifically the Sword Coast. This classic land of forests and mountains and dragons features iconic settlements dotting its landscape, like Baldur’s Gate.
Whether players have beeninspired byBaldur’s Gate 3or are longtime fans ready to take the plunge into worldbuilding, if a DM is running a homebrew campaign, chances are they’ll be making their own world for players to explore. A good setting for a D&D campaign can lead to literal years of adventure and fun, while a poor one can make every quest within it feel uninspiring. For aspiring DMs, here are some tips for making a homebrew setting that flourishes.
8Focus On A Region
Keep A Smaller Scope For The Campaign Setting
Notice how quickly the introduction scaled down from “Forgotten Realms” to “The Sword Coast.” Players will rarely traverse a continent in a single campaign. Even traversing an entire region likethe Sword Coastis a rarity. However big a region is in the world, it should be that size so that the world feels alive, more so than because the DM expects players to travel every square inch of that world.
For example, if a campaign is set in a single province of a kingdom, at least to start, then detailing neighboring provinces and the kingdom itself is not important so that players think they’ll be exploring every section of the realm. Rather, it helps players understand that this province doesn’t exist in a void, and shares this world with other locations.
7Keep Realism In Mind With Settlements
Think About Practicalities
Baldur’s Gate 3can reveal a lotabout good worldbuilding, but not all of it is expressed through dialogue. Instead, much of what makes this game great is in its realistic approach to settlements and areas.
These are some things to keep in mind when creating settlements in a homebrew setting, whether a tiny, nameless village or a huge capital city. Keep in mind, these things do not need to be explicitly stated to players. Still, they’re important to keep in mind when players are exploring an area, especially if the campaign is one set in a single huge city.
6Utilize Natural Formations
A Map Should Help Guide The Adventure
From treasure to enemies, this is another area whereBaldur’s Gate 3has helped teach the idea of specific placement in the world perfectly. Players wanting to make a homebrew setting should consider using a simple mapmaker, such as Wonderdraft or Inkarnate.
With this map, a rough geography of the region can be made. From there, the locations of specific dungeons or settlements is up to the DM, but some things to note include:
5Always Know A Bit More Than You Tell
Settings Work Best With Mystery
Is the capital city of your realm secretly run by a cabal of vampires? Is the kindly old woman that brews potions in the village actually a Hag? Is the fearsome Hag in the forest actually a kindly old woman?
Giving players expectations and then subverting them is an RPG hallmark. While not everything that video games do makes for good TTRPG gameplay, characterswith hidden agendasor areas with hidden backstories are often a good idea.
4Have Grounded Threats
Threats To The Players Should Be Part Of The World
The easiest way to make threats in the setting is for them to be natural parts of the setting. Want a dragon to be a fearsome part of the world? Great! Look at the map. A Black Dragon would thrive in a Swamp, while a Red or White dragon (or both, fighting for territory) would thrive in the mountains.
A necromancer would naturally want a secluded place to practise their dark craft in secret, so where have they hidden their tower? If their settlement is out in the open, why? Are they ready to launch an undead attack on the setting?
3Integrate Player Backstories
Work With Players To Build A World
This is a simple but great way to keep players engaged with the setting. Get them involved. If a player is acleric of a certain god, give that god a history with the setting. Perhaps the main religion worships them, or maybe they’re a dead belief from ages past.
If a character grew up as a street urchin in a grimy city, is that the same city as the focal point of the setting? Or a far off and distant shadow on the horizon?
2Make Players Feel Like Characters
Help Players Understand The Dynamics Of The Setting
A big mistake DMs make is giving their players all the gratification right from the get-go. If a campaign is set in a kingdom, and at level 1, the queen of the entire setting beseeches the brave travelers to go on a journey, where does that leave players to go as they level up?
They have already met and been shown respect by the most politically powerful person in the land. Quests should start small and gradually ramp up so that players can feel like they’ve truly lived in this world.