First time DM here, I bought a 3rd party campaign called 'Goblin Punk' that seemed pretty simple. 1-10 Goblin based romp with a fun twist.
The people I'm planning to play with are asking me if there's a 'world setting' they can have to help them justify or make up their characters, I had told them they could probably do just about whatever they want and I can justify it for them in universe. But I'm a bit worried that maybe they aren't used to having that much freedom.
Is there a decent template continent used by default in say...Forgotten Realms or the like that I can make my campaign take place in and let the players pull from all that if they need to?
Forgotten Realms is probably the most popular setting. I have set my homebrew campaign on the sword coast region of the realms. There is so much published and freely available reference material for it that can be used to help you author your greater campaign. And if you decide to delve into using published adventures there are loads of them for the realms you can mix in and tailor to fit with your homebrew as well.
Forgotten Realms is probably the most popular setting. I have set my homebrew campaign on the sword coast region of the realms. There is so much published and freely available reference material for it that can be used to help you author your greater campaign. And if you decide to delve into using published adventures there are loads of them for the realms you can mix in and tailor to fit with your homebrew as well.
I second this motion.
When it comes to the shear breadth of content available to pull from ‘The Forgotten Realms’ covers just about everything you need. The Sword Coast being particularly well documented as it is the most novelized of all the possible adventure environments.
However, that can also be quite intimidating. As a new DM making heads and tails out of all of that content can be overwhelming. And if your Players are well versed in the setting you might catch yourself tripping over the lore. The good news is, the Realms consist of a lot of underutilized areas as well. You could set your adventure in Maztica which has a sort of south-American Aztec/Mayan vibe, or Kurth which is the Realms equivilant of Africa. Zakhara for a middle eastern Aladdin type of feel or Kara-Tur for an oriental style adventure.
If you want to go really nuts set it in Sigil, the city of a thousand doors.
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"Confusion is the first step toward clarity" - Syd Field
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First time DM here, I bought a 3rd party campaign called 'Goblin Punk' that seemed pretty simple. 1-10 Goblin based romp with a fun twist.
The people I'm planning to play with are asking me if there's a 'world setting' they can have to help them justify or make up their characters, I had told them they could probably do just about whatever they want and I can justify it for them in universe. But I'm a bit worried that maybe they aren't used to having that much freedom.
Is there a decent template continent used by default in say...Forgotten Realms or the like that I can make my campaign take place in and let the players pull from all that if they need to?
What kind of environment does your campaign take place in? Jungle? Mountains? Ocean? Underdark?
"Not all those who wander are lost"
Look at Sword Coast Adventure Guide, find an area that looks promising, tell the group it's there.
Forgotten Realms is probably the most popular setting. I have set my homebrew campaign on the sword coast region of the realms. There is so much published and freely available reference material for it that can be used to help you author your greater campaign. And if you decide to delve into using published adventures there are loads of them for the realms you can mix in and tailor to fit with your homebrew as well.
I second this motion.
When it comes to the shear breadth of content available to pull from ‘The Forgotten Realms’ covers just about everything you need. The Sword Coast being particularly well documented as it is the most novelized of all the possible adventure environments.
However, that can also be quite intimidating. As a new DM making heads and tails out of all of that content can be overwhelming. And if your Players are well versed in the setting you might catch yourself tripping over the lore. The good news is, the Realms consist of a lot of underutilized areas as well. You could set your adventure in Maztica which has a sort of south-American Aztec/Mayan vibe, or Kurth which is the Realms equivilant of Africa. Zakhara for a middle eastern Aladdin type of feel or Kara-Tur for an oriental style adventure.
If you want to go really nuts set it in Sigil, the city of a thousand doors.
"Confusion is the first step toward clarity" - Syd Field