While worldbuilding is an interesting and rewarding aspect of the roleplaying game hobby, many dungeon masters have difficulty establishing their campaign world.
How do you begin a Dungeons & Dragons campaign once you’ve created the world, the characters, and the starting location?
Your list has multiple lines that should be crossed out. Is a starting point identified? Is the first narrative outlined? Is the introductory scene complete? Where will the campaign officially launch?
In this article, we will look at several core elements of your D&D campaign that you will need to decide upon before beginning to play.
What Is The Setting Of Your Campaign?
This is a vital question to address before your players begin to create their characters.
Is the group going to study the colossal remnants of a dragon realm on a tropical continent? Will they go into the depths of the Subterrane in quest of a renegade celestial? Will they become imprisoned in a sprawling city populated by a magically endowed populace?
Before everything else, keep this in mind. You may pick it or propose several campaign ideas to your other gamers. Allowing children to contribute to the construction of the adventure in which they will participate may be fascinating and help them connect with the environment and story substantially better.
Now, we’re not just going to play the campaign you requested; we’re going to play the campaign that the overwhelming majority of players praised.
How Much “Worldbuilding” Do You Need To Do?
One of the most common missteps made by worldbuilders is taking on too much.
When you make a large globe map and then attempt to populate it with everything that may exist in that world, you either tire of it and lose interest, or you push your imagination too far and end up with something very unappealing “as butter scraped over an excessive amount of bread.”
Not only does “beginning large” risk suffocating your creativity, but it is also sometimes unneeded. A normal adventure party in a pseudo-medieval Dungeons & Dragons game is unlikely to go to every remote corner of the globe, and even if they do, this is not something that must be planned for years.
Not every campaign setting is referred to as a “planet.” Perhaps it does not even qualify as a nation. It might start with a small town and its close environs. This is what a “campaign atmosphere” is.
It may or may not develop into a planet, but for the time being, let’s prioritize your immediate needs above any future need.
You’ll want to start the game by presenting your Dungeons & Dragons characters, and here is a good place to start. This, on the other hand, is more analogous to your players meeting their characters.
You should be able to interact with your player characters, even if you utilize an unconventional technique, such as having your players take the roles of other characters during the first session.
Your volunteers must display a high level of dedication to our cause to be considered. In a perfect world, your first-story hook should compel your player characters to take some kind of action. As a result, your first adventure should be designed to pique the attention of the whole group of players.
Keep in mind, however, that each person should be given the chance to express themselves.
I believe that allowing your players to do this is more beneficial than having the DM explain each one. Having a wonderful time while expressing oneself is a great way for your players to bond.
Starting from the very beginning, you should include your opponent in your Dungeons & Dragons game in some way. Your players’ appetites for what’s to come should be whetted by an introduction to the game’s opponent, which may be accomplished either by rumor or through direct involvement.
They appear, show off their might, and then vanish into thin air. That is, whispers may be heard across the hamlet, and hints may be discovered throughout the first assignment.
Allowing your players to have a taste of what they will face in the future by including the enemy into the game from the start will help you to provide them with a better understanding of what they will face in the future.
Depending on how you look at it, this may either incite people to overthrow a king or fill them with fear at the prospect of battling a powerful dragon in a struggle for survival. It’s always fun to see the build-up to the game’s conclusion, no matter what they say in reaction to it.
This concludes our discussion of the fundamentals of running a D&D campaign. This is a wide brush stroke. However, bear in mind that communication with your players is the most crucial part. A good communication channel guarantees that your game begins smoothly.
All that is left is for you to design the story, fill your area, establish player limits, and verify that your player characters are suitably generated.
Nothing is out of place. The starting point has been defined, the session zero has been done, and the first plot has been created. The campaign’s last aim is, to begin with, an outstanding opening sequence.
This is the time when all of the characters, for whatever reason, get together to create a party. Hopefully, your crew will tour the planet’s wildernesses, go to other planes of existence, and learn about the cosmos’s grandeur.
What is the optimal way for them to go on their journey? It is entirely up to you, although this is a hefty load. Should the adventure begin with the gang congregating and fighting a swarm of kobolds mounted on enormous lizards?
This technique enables you to revisit the finish of the war and have a better understanding of how they participated. Alternatively, if you want a more conventional setting, you may begin the game without equipment in a dimly lit pub or jail cell.
You have a handful of options and must choose one. Customize it to meet the particular demands of your company and avoid going in blind. This is the beginning of your epic story, and you want it to be great.