I'm considering writing a world for a longer sandbox campaign, but I am wondering what d&d books would provide the most inspiration and/or content that could be modified to fit a different setting.
Which one works best depends on what style you want. CM are a bunch of one-shots that usually involve fetch quests starting off in a library. TftYP are short (but multiple level) quests that adapted from previous editions. JttRC has one-shots that, from what I can tell, are similar to Stargate in setup. GoS is also adaptations of previous edition quests, but setup is based on being in a ship sailing around. KftGV is a set of heists.
Most campaign books have good adventures in them...but it depends on your taste.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
If you're looking for inspiration and worldbuilding advice rather than just adventures to drop into your world (those are very valuable, don't get me wrong) then Kobold Press has a series that might be of interest to you. I have never read the products but have a lot of respect for several of the contributors.
If you're looking for inspiration and worldbuilding advice rather than just adventures to drop into your world (those are very valuable, don't get me wrong) then Kobold Press has a series that might be of interest to you. I have never read the products but have a lot of respect for several of the contributors.
For a basic guide to world building, I'd say Dungeon Master's Guide, and maybe familiarize yourself with West Marches style gaming.
But I'd also second koboldpress stuff. If you wanted more of an under dark, you might want to look at some AAW press books, as under dark and drow are specifically their focus.
There's also a "WotC official" D&D product, Minsc and Boo's Journal of Villainy. That's a catalog of BBEGs and some idea on how to run a campaign whose whole point is to have a game world with a looming bad guy at the top of the campaign arc. One caveat, a lot of folks think the book was poorly proofread. I do see typos in my pdf copy, but they haven't irritated or confused me as much as other folks claim it has them.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Due to abusive, gaslighting, and immoral moderation on D&D Beyond, I will NOT be participating in the forums. I will keep my eyes and ears open, a free man, and seek out individuals elsewhere. Don't let this echo chamber of a site intimidate you into submission.
If you're looking for inspiration and worldbuilding advice rather than just adventures to drop into your world (those are very valuable, don't get me wrong) then Kobold Press has a series that might be of interest to you. I have never read the products but have a lot of respect for several of the contributors.
Thanks for the advice! It was very important for me to get advice on this topic because I am a student, and I do not have much time to look for it all myself. In order to submit all my tasks on time, I sometimes use the services of https://assignmentbro.com/us/ service, there are excellent authors. I always receive my work on time. Combining study and DND games is not very easy, so I need help sometimes.
For myself I’d recommend the 3rd and 4th Edition Dungeon Masters Guides. I know 4e has a terrible reputation, but understand that that is more a commentary on the rules as far as goes philosophy and mechanics. The world building is some of the best I’ve seen in any D&D Edition. Fifth Edition seems to have utterly abandoned world building help or suggestions, leaving you with only a list of fantasy novels they recommend for inspiration.
For myself I’d recommend the 3rd and 4th Edition Dungeon Masters Guides. I know 4e has a terrible reputation, but understand that that is more a commentary on the rules as far as goes philosophy and mechanics. The world building is some of the best I’ve seen in any D&D Edition. Fifth Edition seems to have utterly abandoned world building help or suggestions, leaving you with only a list of fantasy novels they recommend for inspiration.
I never played 4th Edition beyond just a single session but I have heard very good things about its DMG.
Other than the OG DMG and those aforementioned d30 companions I use things like The Nocturnal Table and other quality game aids by its author and those by others that provide a DM with more in fewer than a 100 pages each than what Wizards have provided us in the past decade.
If you're looking for inspiration and worldbuilding advice rather than just adventures to drop into your world (those are very valuable, don't get me wrong) then Kobold Press has a series that might be of interest to you. I have never read the products but have a lot of respect for several of the contributors.
I was more looking for locations or possibly npcs that I could drag and drop from other books. But those books do look interesting!
i've heard Tomb of Annihilation called out as a sort of sandbox for wandering lost exploring. lots of random encounters and plot points alike, i'd think. i haven't read the book myself but i understand that it's set in a jungle if that appeals. could work for forest or maybe combine with Ghosts of Saltmarsh adventures for a sort of twangy, crocodile-infested bayou adventure.
Rime of the Frost Maiden is sandbox for the first half or so. many, many encounters and towns that could be move to somewhere more sunny than icewind dale. maybe? might work best in a desert setting since there's sort of a sense of harsh environment and not especially plentiful resources. add to that some Tales from the Yawning Portal dungeons and red wizards and you'll have yourself a time!
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
Tomb of Annihilation does have a number of smaller jungle encounters along with the major plotline. Really the main dungeons themselves could probably be pilfered and re-purposed fairly easily.
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I'm considering writing a world for a longer sandbox campaign, but I am wondering what d&d books would provide the most inspiration and/or content that could be modified to fit a different setting.
Probably your best bets are the anthologies:
Candlekeep Mysteries.
Tales from the Yawning Portal.
Journeys through the Radiant Citadel.
Ghosts of Saltmarsh.
Keys from the Golden Vault.
Which one works best depends on what style you want. CM are a bunch of one-shots that usually involve fetch quests starting off in a library. TftYP are short (but multiple level) quests that adapted from previous editions. JttRC has one-shots that, from what I can tell, are similar to Stargate in setup. GoS is also adaptations of previous edition quests, but setup is based on being in a ship sailing around. KftGV is a set of heists.
Most campaign books have good adventures in them...but it depends on your taste.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
If you're looking for inspiration and worldbuilding advice rather than just adventures to drop into your world (those are very valuable, don't get me wrong) then Kobold Press has a series that might be of interest to you. I have never read the products but have a lot of respect for several of the contributors.
https://koboldpress.com/kpstore/product/kobold-guide-to-worldbuilding/
https://koboldpress.com/kpstore/product/kobold-guide-to-worldbuilding-volume-2/
https://koboldpress.com/kpstore/product/kobold-guide-to-plots-campaigns/
For my money, I've enjoyed...
And the upcoming Bigby Presents: Glory of the Giants looks very good also.
I was more looking for locations or possibly npcs that I could drag and drop from other books. But those books do look interesting!
For a basic guide to world building, I'd say Dungeon Master's Guide, and maybe familiarize yourself with West Marches style gaming.
But I'd also second koboldpress stuff. If you wanted more of an under dark, you might want to look at some AAW press books, as under dark and drow are specifically their focus.
There's also a "WotC official" D&D product, Minsc and Boo's Journal of Villainy. That's a catalog of BBEGs and some idea on how to run a campaign whose whole point is to have a game world with a looming bad guy at the top of the campaign arc. One caveat, a lot of folks think the book was poorly proofread. I do see typos in my pdf copy, but they haven't irritated or confused me as much as other folks claim it has them.
Jander Sunstar is the thinking person's Drizzt, fight me.
d30 Sandbox Companion, d30 DM Companion, 1e DMG.
Homebrew.. Easy clap
Due to abusive, gaslighting, and immoral moderation on D&D Beyond, I will NOT be participating in the forums. I will keep my eyes and ears open, a free man, and seek out individuals elsewhere. Don't let this echo chamber of a site intimidate you into submission.
Thanks for the advice! It was very important for me to get advice on this topic because I am a student, and I do not have much time to look for it all myself. In order to submit all my tasks on time, I sometimes use the services of https://assignmentbro.com/us/ service, there are excellent authors. I always receive my work on time. Combining study and DND games is not very easy, so I need help sometimes.
For myself I’d recommend the 3rd and 4th Edition Dungeon Masters Guides. I know 4e has a terrible reputation, but understand that that is more a commentary on the rules as far as goes philosophy and mechanics. The world building is some of the best I’ve seen in any D&D Edition. Fifth Edition seems to have utterly abandoned world building help or suggestions, leaving you with only a list of fantasy novels they recommend for inspiration.
I never played 4th Edition beyond just a single session but I have heard very good things about its DMG.
Other than the OG DMG and those aforementioned d30 companions I use things like The Nocturnal Table and other quality game aids by its author and those by others that provide a DM with more in fewer than a 100 pages each than what Wizards have provided us in the past decade.
i've heard Tomb of Annihilation called out as a sort of sandbox for
wandering lostexploring. lots of random encounters and plot points alike, i'd think. i haven't read the book myself but i understand that it's set in a jungle if that appeals. could work for forest or maybe combine with Ghosts of Saltmarsh adventures for a sort of twangy, crocodile-infested bayou adventure.Rime of the Frost Maiden is sandbox for the first half or so. many, many encounters and towns that could be move to somewhere more sunny than icewind dale. maybe? might work best in a desert setting since there's sort of a sense of harsh environment and not especially plentiful resources. add to that some Tales from the Yawning Portal dungeons and red wizards and you'll have yourself a time!
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Tomb of Annihilation does have a number of smaller jungle encounters along with the major plotline. Really the main dungeons themselves could probably be pilfered and re-purposed fairly easily.