Page 26 - Dungeon Master's Guide
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Or perhaps they begin the campaign in the dungeons   Are you tied to any of the organizations or people
               of an evil baron's castle where they've been locked up   involved in the events that kick off the campaign? Are
               for various reasons (legitimate or otherwise), throwing   they friends or enemies?
               them into the midst of the adventure.
                                                                  Listen to the players' ideas, and say yes if you can.
                For each of these steps, give the locations only as
                                                                 Even if you want all the characters to have grown up in
               much detail as they need. You don't need to identify
                                                                 the starting town, consider allowing a recent arrival or
               every building in a village or label every street in a large
                                                                 a transplant if the player's story is convincing enough.
               city. If the characters start in the baron's dungeon, you'll
                                                                 Suggest alterations to a character's story so it better fits
               need the details of this first adventure site, but you
                                                                 your world, or weave the first threads of your campaign
               don't have to name all the baron's knights. Sketch out
                                                                 into that story.
               a simple map, think about the surrounding area, and
               consider whom the characters are most likely to interact
                                                                 CREATING A  BACKGROUND
              with early in the campaign. Most important, visualize
               how this area fits into the theme and story you have in   Backgrounds are designed to root player characters
               mind for your campaign. Then start working on your   in the world, and creating new backgrounds is a great
               first adventure!                                  way to introduce players to the special features of your
                                                                 world. Backgrounds that have ties to particular cultures,
               SET THE  STAGE                                    organizations, and historical events from your campaign
                                                                 are particularly strong. Perhaps the priests of a certain
              As you start to develop your campaign, you'll need to
                                                                 religion live as beggars supported by a pious populace,
               fill in the players on the basics. For easy distribution,
                                                                 singing the tales of their deity's exploits to entertain
               compile essential information into a campaign
                                                                 and enlighten the faithful. You could create a mendicant
               handout. Such a handout typically includes the
                                                                 priest background (or modify the acolyte background)
               following material:
                                                                 to reflect these qualities. It could include musical
                Any restrictions or new options for character creation,   instrument proficiency, and its feature probably involves
                such as new or prohibited races.                 receiving hospitality from the faithful.
                Any information in the backs tory of your campaign   Guidelines for creating a new background are
                that the characters would know about. If you have   provided in chapter 9, "Dungeon Master's Workshop."
                a theme or direction in mind for the campaign, this
                information could include seeds hinting at that focus.   CAMPAIGN EVENTS
              •  Basic information about the area where the characters
                                                                 Significant events in the history of a fantasy world tend
                are starting, such as the name of the town, important
                                                                 toward immense upheavals: wars that pit the forces
                locations in and around it, prominent NPCs they'd
                                                                of good against evil in an epic confrontation, natural
                know about, and perhaps rumors that point to trouble
                                                                disasters that lay waste to entire civilizations, invasions
                that's brewing.
                                                                 of vast armies or extra planar hordes, assassinations
                Keep this handout short and to the point. Two pages   of world leaders. These world-shaking events title the
              is a reasonable maximum. Even if you have a burst of   chapters of history.
              creative energy that produces twenty pages of great   In a D&D game, such events provide the sparks that
              background material, save it for your adventures. Let   can ignite and sustain a campaign. The most common
              the players uncover the details gradually in play.   pitfall of serial stories without a set beginning, mfddle,
                                                                and end is inertia. Like many television shows and
               INVOLVING THE  CHARACTERS                        comic-book series, a D&D campaign runs the risk of
               Once you've identified what your campaign is about,   retreading the same ground long after the enjoyment's
              let the players help tell the story by deciding how their   gone.  Just as actors or writers drift away from those
              characters are involved. This is their opportunity to   other mediums, so can players- the actors and writers
              tie their characters' history and background to the   of a D&D game. Games stagnate when the story
              campaign, and a chance for you to determine how the   meanders too long without a change in tone, when the
              various elements of each character's background tie   same villains and similar adventures grow tiresome and
              into the campaign's story. For example, what secret has   predictable, and when the world doesn't change around
              the hermit character learned? What is the status of the   the characters and in response to their actions.
              noble character's family? What is the folk hero's destiny?   World-shaking events force conflict. They set new
                Some players might have trouble coming up with   events and power groups in motion. Their outcomes
              ideas-not everyone is equally inventive. You can help   change the world by altering the tone of the setting
              spur their creativity with a few questions about their   in a meaningful way. They chronicle the story of your
              characters:                                       world in big, bold print. Change- especially change that
                                                                occurs as a result of the characters' actions-keeps the
                Are you a native, born and raised in the area? If so,
                                                                story moving. If change is imperceptible, the actions
                who's your family? What's your current occupation?
                                                                of the characters lack significance. When the world
              •  Are you a recent arrival? Where did you come from?   becomes reliable, it's time to shake things up.
                Why did you come to this area?




              CHAPTER I  I A  WORLD  OF YOUR OWN
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