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I sat down last night and began looking through the two folders that contain the world I created for my #DnD campaigns—something I started over 30 years ago (the world, not the campaigns, that is!).
When I first started playing as a non-GM, we’d often get the usual, "You're in an inn, and you hear the barkeep talk of troubles at <story link>." That was fine, but it soon dawned on me that these inns we kept visiting were rather generic—nothing ever seemed to happen until we, the adventurers, arrived.
I used to sketch maps and layouts of locations based on the DM’s descriptions as we roved from village to village, town to town, and city to city. But I quickly noticed huge inconsistencies and illogical choices.
When I became a #DungeonMaster / #GamesMaster, I wanted the world to feel real to my players.
The small town they found themselves in had a reason for existing. The people who lived and worked there weren’t just there to push the story forward. The bars were full of gossip, of course, but not just about the bands of kobolds lurking in the nearby woods. The people were three-dimensional, not just cardboard cutouts.
My first map was a crudely drawn sketch in a lined A4 notebook, but it was a start. I put it in a folder for safekeeping.
Fast forward nearly two decades, and I now have two folders filled with typed-up notes, maps, handouts (feelies), props, and more.
Most of my notes are rough—some typed, some handwritten. I even have a couple of 5¼ and 3½-inch floppies with who-knows-what on them, simply labelled "D&D Stuff."
So, to that end, I’ve decided to start organising and modernising everything.
I’m also thinking of documenting my progress on my woefully underused blog. As you can probably tell from my toots, my writing tends to veer towards verbosity, and I enjoy long-form content.
So, watch this space! I have a lot to sift through and rethink—histories and maps, religions and pantheons, socio-economic factors, and more.
It’s a lot of work, but I think other DMs might find it interesting—whether to follow my thought process or even to borrow elements for their own #TabletopRolePlaying #games.
When I first started playing as a non-GM, we’d often get the usual, "You're in an inn, and you hear the barkeep talk of troubles at <story link>." That was fine, but it soon dawned on me that these inns we kept visiting were rather generic—nothing ever seemed to happen until we, the adventurers, arrived.
I used to sketch maps and layouts of locations based on the DM’s descriptions as we roved from village to village, town to town, and city to city. But I quickly noticed huge inconsistencies and illogical choices.
When I became a #DungeonMaster / #GamesMaster, I wanted the world to feel real to my players.
The small town they found themselves in had a reason for existing. The people who lived and worked there weren’t just there to push the story forward. The bars were full of gossip, of course, but not just about the bands of kobolds lurking in the nearby woods. The people were three-dimensional, not just cardboard cutouts.
My first map was a crudely drawn sketch in a lined A4 notebook, but it was a start. I put it in a folder for safekeeping.
Fast forward nearly two decades, and I now have two folders filled with typed-up notes, maps, handouts (feelies), props, and more.
Most of my notes are rough—some typed, some handwritten. I even have a couple of 5¼ and 3½-inch floppies with who-knows-what on them, simply labelled "D&D Stuff."
So, to that end, I’ve decided to start organising and modernising everything.
I’m also thinking of documenting my progress on my woefully underused blog. As you can probably tell from my toots, my writing tends to veer towards verbosity, and I enjoy long-form content.
So, watch this space! I have a lot to sift through and rethink—histories and maps, religions and pantheons, socio-economic factors, and more.
It’s a lot of work, but I think other DMs might find it interesting—whether to follow my thought process or even to borrow elements for their own #TabletopRolePlaying #games.