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D&D Worldbuilding Tips for New DMs

  • 3 days ago
  • 4 min read

Let's say you just volunteered to DM your first campaign, so now you're in that special kind of panic where you think you need to create Middle-Earth before your first session.


I'm here to tell you: you don't have to treat worldbuilding like you're the next Tolkien, ESPECIALLY if this is your first time building your own homebrew campaign.


So, settle in with a zong and a Scooby snack and let's get into my tips for easy D&D worldbuilding.


What info your players need upfront


Most DMs don't have every detail planned and just build what they need for the next session, then expand from there. This might sound easier said than done, but if a messy lil' stoner like me could do it, YOU can do it!


When all else fails, believe in yo' self!

Your players don't need to know the political history of the Northern Kingdoms or the entire pantheon of GODS you've built (at least not yet), they need to know:


  1. Where they are right now

  2. What the immediate problem is

  3. Why they should care


Everything else? You can make it up as you go, baybeeeees. Seriously!


Start small

Here's the priority list that I used for worldbuilding in my first campaign that you can use as a jumping off point or just to work from directly:



PRIORITY 1: The starting town


  • Name it

  • Give it a vibe (peaceful farming village, super corrupt big city, haunted port city, etc.)

  • Create 3-5 NPCs

  • Identify one immediate threat


THB Note: IF your players are ready to start session one immediately following your session zero, this ⬆️information is enough to get you through session one


PRIORITY 2: The nearby region (for sessions 2-5)


  • Name the region

  • Add 2-3 nearby locations to explore

  • Create a local villain causing problems


PRIORITY 3: The bigger picture (for sessions 6+)


  • Figure out what kingdom/nation this area is in

  • Add some political context (optional ... this depends on the type of campaign you're running)

  • Introduce your campaign's BBEG OR main goal (not every campaign has a BBEG pulling the strings)

  • Start connecting the dots


You can run 10+ sessions with just Priority 1 and 2 ready to go and let the rest develop as your campaign unfolds and you figure out what your players actually care about.


THB Quick-Build Town

Your starting town needs these things:



  • A tavern: great place for players to meet and get quests or information.

    Give it a name and one defining feature (ie. meeting spot for a thieves' guild, mysterious owner, etc.).


  • A general shop: where players buy, sell or trade gear.

    Name the owner and give them one personality quirk (ie. bad a haggling, always in a hurry, etc.).


  • Someone in charge: every town needs a mayor, lord, crime boss, or whatever floats your fantasy boat.


  • One weird location: ancient temple, mysterious tower, creepy well, or something that makes this town different.


  • A current problem: a sudden or increase in monster attacks, missing people, food shortage, or crime wave; give your players something to fix immediately.


You can add more later as the campaign continues and yada yada, LET'S CONTINUE!


NPCs: less is more

You don't need a 10-page backstory for every shopkeeper, but you DO need:



  • A name: have a list of 10-15 ready

  • One defining trait: i.e. nervous, greedy, flirtatious, paranoid

  • A voice or mannerism: i.e. speaks in whispers, always eating, touches people when talking)

  • What they want: one simple goal


These are the basics and if you don't have any pre-written NPCs (or a handy deck of NPCs and monsters), this will get you through a couple of sessions until you can get your little crew of NPCs created.


Villain design for stoners

Your villain needs:


  • A name (or title)

  • What they want

  • Why they want it (this makes them interesting)

  • How they're threatening the world RIGHT NOW



Example


Ryomen Sukuna (Jujutsu Kaisen)

  • What he wants: To exist in a world worthy of his power. He's not interested in ruling anything ... he just wants to be the strongest thing in it.

  • Why he wants it: Because he was the strongest thing that ever lived and the world had the AUDACITY to try and stop him. The disrespect alone ...

  • How he's threatening the world RIGHT NOW: His curse energy is bleeding into the region, causing crops to rot, people vanishing and general chaos.


Important: Don't have your big bad show up in session two ... let that tension BUILD.


When & how to use published adventures


For my first campaign, I homebrewed extra locations, NPCs, and quests along with The Keys From the Golden Vault adventure book (anthology of quests all under the banner of the Golden Vault organization) and highly recommend using plug-and-play adventures to help your campaign!


Three D&D anthology adventure book covers: "Keys from the Golden Vault," "Tales from the Yawning Portal," and "Quests from the Infinite Staircase."

Use them when:

  • You're brand new and learning the ropes

  • You're short on prep time (or the smoke sesh ran looong)

  • You want professionally balanced encounters

  • You need inspiration for how to structure things


Go full homebrew when:

  • You're comfortable with basics

  • You have a specific story you're passionate about

  • Your players' choices should shape everything

  • You enjoy the creative process


THB move: Use published adventures as modules you drop into your world. Change the names, adjust NPCs to fit your setting, then connect it to your main plot.


Build WITH your players!



Pay attention to what they're interested in so you can build on their backstories or just straight up use their theories; let them shape the world through their choices.



 
 
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