When I began to create my first
homegrown campaign world I made a lot of mistakes that could have
been avoided. I made too much work for myself too early. By following
the guidelines and suggestions that I set forth in these articles
you should be able to avoid those same mistakes. Now, I am on my third
campaign world, and it has been in existence for over a year now and
is still going strong. There is a lot of room for my party to explore,
a lot of intrigue for them to investigate, a lot of wrongs for them
to right and a lot of mysteries for them to solve.
These are the things that make homegrown setting so much fun for PCs
and for DMs. Everything is new, everything is fresh, and the PCs are
the only heroes driving the storyline. The party doesn’t have to deal
with the shadows of people like Raistlin, Drizzt, and Elminster. They
only have to compete with each other and the NPCs that they come along
with are all new and surprising. The players can’t help but react
naturally to each person they encounter because they have not read
about them in some book or played against them in another game.
In these articles we will break down the creation of a campaign world
into easy and manageable steps that any DM can follow and use to build
their own unique world. I will guide you through the creation of a
campaign world and how I came about with the ideas and knowledge I
needed to design the world. But first we must establish a guideline,
or a DM Rule for you to follow through these first few steps.
#1. DO NOT overreach yourself. By this I mean, start small. Create
only what you need at that time, everything else will come with time.
Each of us has a real life and we cannot allow the creative process
to overwhelm us. I have seen too many projects die because the creator
tried to take on too much. Now that this rule has been set, lets move
on to a second rule.
#2. Gaming Operations Director. This is you. You are G.O.D. and have
absolute authority in your world. The rules of physics, natural law,
and player egos do not matter here. What you decide and declare matters
and that is all. I would love to give credit for this acronym to the
person who shared it with me, but I speak with so many different DMs
every day and I cannot remember which one of them came up with this
one. Now that we have some rules, lets break one of them.
We need to break the first rule to get ourselves started, and in doing
so we will get the ball rolling for our imaginations. The first task
is what makes your world different? What is the big deal about your
world? Do giant dinosaurs rule your world? Do the elves of your world
enslave the other races? Is the surface of your world a wasteland
and everyone lives underground? Do you have major religions that are
in constant competition with one another? This last is what my current
campaign world deals with, four major religions devoted to the alignment
axis that struggle with each other in epic ways. However, for the
purpose of these articles we will deal with a different idea, let
say that the surface of your world is uninhabitable and all the races
live below ground.
As you can see this brings up many other questions. What happened
to the surface? Can no one live there? How did all the surface races
adapt? How did the subterranean races deal with this encroachment
on their territory? There are probably many other questions that we
will not answer at this time. But now we know a little about what
we are doing and can go on from here. From here there is much work
to be done and to be able to keep track of it you will need to be
prepared.
To keep track of my campaign I have a three-ring binder devoted to
the campaign world. Inside this binder I keep a notebook that I can
write any inspirations or ideas that I have so that I can develop
them later on when I am actively working on my campaign. Also there
are sections for maps, adventures, PCs, NPCs, organizations and any
miscellaneous thing I dream up. I would suggest that you also develop
a system for keeping your world straight. As often you produce so
much information that it is difficult to keep track of it yourself.
Now that you have a hook to work with and a binder set up to keep
control of your ideas you are ready to move on. So, next month we
will begin to cover developing the background of your world and setting
a solid edifice for the rest of your world to rest upon.
John "Calitrojan" Sansom