Taking inspiration from others is natural - it doesn't need to all magically spring from your head. Maybe you could put a fun spin on their idea to surprise them! Take plotlines or side quests from your favorite books and pull out the best parts to tweak. ![]() What worked and what didn't? Talk to prospective players about what they'd like to have a campaign about. Talk to friends who play D&D about the homebrews they've run, or have thought about running. The internet is an obvious choice, but it doesn't have to be. So long as you're not blatantly copying something or making money off of someone else's work, don't be afraid to get inspired. (Plus, it's funny to imagine a warehouse full of motionless people, all just waiting for you to pluck them up and put them in your world!)Įven if you have an idea already for your homebrew, always search for inspiration! Other people's ideas have been made public and available for a reason. ![]() Then, when the players want to ask around the town for information, simply pull a few characters out of your bank and make a note of which ones you used! It'll also make it easier to remember them if the players ever return to the town and want to revisit their old contacts. A vague enough backstory to be applied in almost any place in the world.A brief list of people/groups they like and people/groups they hate.Even while you watch television or sit on a bus, you could pull out a phone or laptop and type out a couple of characters. It's super easy - even fun - to do in a flash. However, a strategy I use in my own sessions - pulled from the advice of Matthew Mercer - is to create a "bank" of NPCs.Įssentially, you create a database of NPCs for yourself that you can pull from anytime you need a nameless NPC for your session. Lots of DMs improvise NPCs that weren't part of the campaign development (shopkeepers, local townspeople, etc.) on the spot. You won't get lost in all the buttons and options and fun features they've created online before you've even started to think about the world! You could just draw free-hand, or you could roll your entire dice collection to get things started, as seen on the image above. Are you going to portray the entire planet on this map, or just one part of it? If it's not the entire planet, what is stopping the players (or, indeed, NPCs) from venturing out of this region?Įven if you decide to use an online program to design your map in the long run, it's always best to draw a sketch on paper first.Are there any specific geographical features you want to build into the map? (Areas with a lot of destruction, plagued lands, a giant hole in the world, etc.). ![]() What kind of cultures will live on this land? City dwelling? Nomadic? Both and in-between? (Just give a vague answer if need be! Don't get caught up on the details.).What kind of biomes should there be (and how many of each)?.
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