DND

45 – Using Tropes In Your Worldbuilding

Everyone’s afraid of being unoriginal. I mean, it’s understandable that we want to stand out. We don’t want our world-building to be hum drum filled with the same junk that we see day to day. But we needn’t fear the humble trope because it’s like salt. Too much and it’s poison but just the right…

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44 – RJD20, Making Room in Your World For Your Players

It’s hard to kill your darlings. To let go of something that you spent hours (days/weeks/years) creating but that’s what we do when we engage on any creative endeavor. It’s especially true with tabletop roleplaying games where the visitants tend to want a hand in the creative process. They’re not passive observers of the story…

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41 – Cultivating Player Engagement Through Worldbuilding

Isn’t it great when your players are obsessed? When they form massive cork boards with twine and string connecting images of different characters and phenomena in your world. How do you bottle this, though? How does a GM drive player engagement with worldbuilding? James and Seth break down how to drive player excitement and engagement….

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38 – Food Glorious Food

There’s one thing that unites us all, one thing that is totally and indisputably common to the human experience. We eat (and breath, and probably whole bunch of other stuff but mostly that first thing). Every people has unique food and that food is informed by thousands (if not millions) of years of history, necessity,…

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36 – Does your world have potential?

If you were to strip your story from your setting leaving just the world you made behind would people still want to be there? If you take Rocky out of Philadelphia you just have, well, Philadelphia, Will Smith out of Bel Air and… you get the idea. Some worlds are just saturated with potential even…

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Alignment In Worldbuilding

What if the chaotic actions of the hero cause harm despite their good intentions? Consequences are part of the worldbuilding and within the Dungeon Master (DM)’s control as a result the DM should have a sense of how to handle them. The Big 9 The following is a basic layout for what alignments are skip…

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Alignment In Worldbuilding

Factions

It’s been a big problem. Every single time Syndicate have organized a new job, they’ve had a run in with the Sleepers. Don’t let the name fool you, these guys aren’t sleeping on anybody. The Sleepers are a well established gang looking to assert control over the night city district, and in their eyes, the…

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Factions

The Forgotten Builds: Salt Marsh

   One of Wizards of the Coast’s “legacy” supplements, the book Ghosts of Saltmarsh is a setting guide and compendium of several classic adventures, guiding players into a campaign of sea-faring, mystery, and sometimes even horror. But what’s to know about this sea-shanty town? What sort of theming should you be going for with this adventure?…

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The Forgotten Builds: Salt Marsh

18 – How We Build Our Worlds

What does the WorldCraft Club even do when they’re not on air? Why, they build worlds, obviously. Today Marcos and Seth are questioned by James about the worlds they’ve been making. Seth dives into his digital world of Nova Terra and talks about its origins in the world of programming and testing extreme variables. His…

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