Sunday, November 19, 2023

Homebrew your 5th Edition setting - Dungeon Master Tools

Looks pretty darn magical out there.

 In an earlier post, I talked about knowing what type of game Dungeons and Dragons 5th edition was and how understanding that can lead to better games at the table. I gave some example on preparing your sessions using that information.

But what if you want to build a campaign world for a 5th edition home-brew campaign? How do you apply those points?

Here are the points again.

  • The player characters are powerful and will only get more powerful.
  • The game expects a setting where magic is everywhere and well known and used often.
  • Anything can happen and it often does.
  • Most of the rules in the game revolve around combat with monsters and how to resolve it.

While you often see the default setting for Dungeons and Dragons as medieval European inspired. That familiar trope can clash with the way the game is currently played. For me the disconnect is very strong. It can be difficult to reconcile medieval castles and knights dealing with flying player characters that look like cat people who can shoot lances of fire from their fingertips while strumming a lute. It gets comical and silly really damn quick. And if you are going for a comical game, then it works great. But if you are more interested in running a serious game, then it can be a challenge.

If you look beyond the classic Forgotten Realms setting and at some of the other campaign settings for 5th Edition from Wizards of the Coast you see some appealing alternatives. A lot of folks love the Eberonn setting, with its pulp noire aesthetic and fusion of magic and technology. 

Had a blast in this setting!

I ran a year long campaign in the Ravnica setting, based on a high magic super-city from the Magic: The Gathering card game. This was a blast, and the high magic/high power of 5th edition fit easily into the setting. It also allows for lots of intrigues and crazy combat situations. 

Spelljammer with its interplanetary travel, Planescape with its dimensional hopping and Theros with its divine powered characters and destinies can all work with the bigger scope that fits 5th edition. I haven't had a chance to take a look at it, but the setting of the Radiant Citadel, from the adventure anthology Journeys through the Radiant Citadel looks like a good fit and with an all new setting created specifically for this edition. 

So look at these settings for inspiration for your home-brew. For me, a lot of the powers and spells could also easily fit in fantasy worlds found in anime and Japanese role playing games like Final Fantasy. In my mind, the further you pull away from a grounded historical setting and open up an imaginative large scale world, the better the fit for this edition of the game.

So let's ask a couple of world building questions that will help you create a world for your 5th edition campaign.

  • Why is your setting so magical - what caused it to be that way?
  • What kind of threat are you presenting that will take super heroes to resolve?
  • If magic is everywhere and nearly everyone can access it, what keeps everyone from being a super hero?
Coming to grips with those three questions will help you create a campaign that can build up to higher levels of play. If there is one thing that Dungeons and Dragons players love - it is leveling up. It also answers some basic questions about the world that your players may find useful during character creation and backstory development.

Worldbuilding can be a lot of fun, and a whole rabbit hole of work if you aren't careful. So remember, that you are creating a setting for your players to explore and interact with. Keeping that player focus helps you stay on target and only create what you need for your game first. And then, if you have time, you can flesh out more just for fun.

A violent argument broke out over whose day was more magical.


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