Building a Fantasy World VIII: Cities A convention of D&D campaign worlds and much fantasy fiction is the great metropolitan capital, the focal trade-city and hub of the continent, which is often a nation unto itself. This only somewhat reflects […] ↓ Read the rest of this entry…
Posts Tagged dndnext
Building a Fantasy World VII: Deities Most editions of D&D have been very neutral in terms of world lore. Races might receive a small assumption of flavour but this is very easily altered, and most classes make no assumptions regarding […] ↓ Read the rest of this entry…
Building a Fantasy Campaign World VI: Room for Monsters Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas […] ↓ Read the rest of this entry…
Building a Fantasy Campaign World IV: Race Non-human races are a big part of what separates Fantasy fiction from Swords & Sorcerery (and extremely poorly researched historical fiction). Folk Tales, Mythology, and Tolkien have all blended together in a smoothy […] ↓ Read the rest of this entry…
Building a Fantasy Campaign World III: Geography Eventually, when designing a new fantasy campaign world, you’ll want to map things out. For many this is just doodling on paper or in Photoshop or turning to a campaign cartography or fractal […] ↓ Read the rest of this entry…
Building a Fantasy Campaign World II: Driving Conflict All stories are driven by conflict. Fiction is driven by narrative conflict and games are driven by the conflict between either the players at the table or – in the case of […] ↓ Read the rest of this entry…