A detailed, engrossing campaign setting has always been always important to me in Dungeons & Dragons. Immersion in a magical world seemed like the point of the game, or else the character classes would have names like 'Tank/Support Hybrid A' and 'Tank/Support Hybrid B' instead of 'Paladin,' and 'Druid.' The game offered a chance to sink into an all-encompassing fantasy world with its own culture and history, like stepping into the Holodeck on Star Trek, only with more dice-rolling and less chance to unleash a deadly AI. I wanted to throw myself into an epic struggle, and have my investment pay off in an emotional climax like a season finale of Critical Role. I wanted jaw-dropping revelations that hit harder because of the time I had devoted to understanding the world, like Jon Snow's discovery that Valyrian Steel can kill a White Walker.
A few years ago I had a chance to play in just such an immersive campaign. I couldn't wait. The kingdoms and legends of the Dungeon Master’s home-brewed world filled many notebooks. My fellow players had adopted accents, carefully drawn their characters' portraits, and written out complex back-stories linked to his creation. We were all in to plunge into this new world and find our fortune. Yet three minutes into the Dungeon Master's intricate treatise on the society, geography, and factions of his city-state, and his words began to fade like those of Charlie Brown's teacher. He had printed out maps and glyphs and holy symbols as visual aids and none of it mattered. I could see my fellow players' eyes wander to their phones and snacks and beer labels. They had checked out. The Dungeon Master's earnest attempt to draw us into his expansive world had done the opposite.
His words began to fade like those of Charlie Brown's teacher...
A half-hour went by before I found the immersion I sought. By that point our party was on a “missing person” case in a tavern, rolling Investigation and Persuasion checks, trying to find a Dwarf. In short, we were playing the game we came to play. All the background information presented before that moment was a waste of effort - a pre-game cut-scene we weren’t allowed to skip. Dungeon Masters – at no point during a game of Dungeons and Dragons should you find yourselves reciting facts about your setting. Your players already have plenty on their minds. The person they normally think of as Brian, for example, they are for the next three hours to think of as 'Lord Argon Havelock III.' The accent they settled on for their Gnome Ranger keeps coming out like Brad Pitt in Snatch, and they can't remember exactly what a Gloom Stalker does. A history lesson on top of all that is bound to be ignored. Having an NPC deliver the same lecture to the party “in character” isn't much better. Telling your players a story and telling them the same story in a Liam Neeson voice will achieve similar results.
Fortunately, with the wealth of resources on D&D Beyond, you can inject immersive mythology right into the game-play of a session of Dungeons & Dragons. Just introduce each element of lore in the form of an environment, object, or character your players' characters can directly interact with. Never tell your players about important events in your setting's history when an illusion spell or astral travel can give them a first-person glimpse. Need another way to bring the past to life? Tasha's Cauldron of Everything contains rules for Magic Item creation. Write up a Harry Potter-esque magical oil painting that depicts an event on a loop like a movie. Such paintings could be placed throughout your campaign world whenever past events needed to be witnessed. Several might hang in a single dungeon, revealing a larger story when viewed in sequence.
As Dungeon Master, you may give a magic item any property you like. A ring of protection might provide a vision of its last owner, or someone who died wielding it. Such a scene might flash into a player character's mind the first time they used it. Perhaps the item talks. The Dungeon Master's Guide has rules for sentient magic items that communicate through speech or telepathy. A sword can be an entertaining teacher as well as a way to inflict piercing damage. The gift of speech need not be reserved for Infinity Gauntlet-level artifacts either. There's no reason your first-level players' Rogue can't find a talking 'dagger plus one' that won't stop warning its wielder about the imminent threat of a returning ancient evil.
Keep your 'lessons' simple...
It helps when imbuing your world with a history that the past is closer to the present in a fantasy setting. If you want to teach your players about a significant battle, their characters can fight the re-animated skeletal remains of its combatants as easily as read a plaque about it. The Monster Manual and Volo's Guide to Monsters are full of undead stat blocks to provide in-game vessels for voices from the past. Ghosts and Specters give players an opportunity to encounter historical figures and fight either against them or at their side.
If retention of setting lore is your goal, keep your 'lessons' simple. Pick one aspect of your world you'd like your players to understand peradventure and use everything you've got to drive it home. For example, in my Greyhawk (Ghosts of Saltmarsh, Tales From the Yawning Portal) campaign, I wanted to introduce the concept of The Great Kingdom, which once ruled most of the world but was now a decadent ruin. My players were hired to clear out an abandoned wizard's tower from the Kingdom's golden age guarded by animated suits of armor from the era. A series of magical paintings around the tower portrayed a young woman graduating from the Kingdom's magical university centuries ago. In the tower the players could find her graduation present, a sentient, talking pearl of power that boasts of the Kingdom that created it. I introduced the common magic items from Xanathar's Guide to Everything to my campaign as examples of the lost magic of the Great Kingdom's height. At the end of the adventure, the player characters could free the young wizard herself, magically frozen for two hundred years like Captain America, full of fresh memories of her homeland and desperate to return it to glory.
Don't spend preparation time on anything else...
No matter how many pages have been written about your setting, which, in the case of the Forgotten Realms, is millions, your players can only experience it in the form of objects and persons their characters can interact with. Don't spend preparation time on anything else. For example, faction membership can help embed player characters into the conflicts of your setting. Rather than draw up lists of operatives, ranks of command, or maps of their headquarters, think about how your players will encounter this faction. Most likely it will be in the form of a single non-player character representative. Spend your prep time making that character memorable. Give them an interesting set of challenges and opportunities for your players or they may not interact with them again no matter your plans. This character should embody everything the faction is intended to represent. If you want your players to understand that the Thieves' Guild of Greyhawk controls the city government, make sure the character you create to represent them does some city-controlling! Better yet, have them give your players' characters the means to do some themselves. Authors are told the first line from a character's mouth should show a reader all they need to know about them. Faction representatives should tell all there is to know about their faction by their actions.
Finally, when thinking about immersion, never forget that one of the core joys of Dungeons & Dragons is the rush of a series of high-stakes dice rolls. Their consequences for the character that the player identifies with make those dice rolls feel like life or death- and when connected directly to the lore you want to be communicated, will make it feel just as important, too. Those tense throws of multi-sided die are the heart of the game. If your players are to care about an aspect of your setting, it must affect the stakes of those rolls somehow. If you want it to matter that the wizards of the Circle of Eight wish to control magic in Greyhawk, make them the only source of a type of magic your players rely on. Reflect it in saves, advantages, and disadvantages. Want your players to understand that Mordenkainen from Mordenkainen's Tome of Foes is dedicated not to fighting evil but to maintaining balance? Just telling them won’t have much of an impact, nor would having Mordenkainen tell it, no matter how good your Ian McKellan impression is. Nor would reading it off worn parchment hot from the laser printer, even if you spent a few hours covering it in dirt and running it over with your car to age it. If you want that bit of lore to help foster the fantasy world immersion that is Dungeons and Dragons at its best, have Mordenkainen give your player's Paladin a quest that embodies his goals. Perhaps they must steal a powerful item from a Good-aligned castle full of elves and unicorns, lest it makes the elves too powerful, thus upsetting the balance. The Paladin's faith, of course, forbids them to kill anyone- so make sure it leads to plenty of difficult dice rolls with monumental consequences for everyone at the table. That's the kind of thing they just might remember forever.
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all of this article do not even fit the bill of immersion... the problem doesn'T come from the DM at all... i did everything you described in this articles for the last 20 years and none of it ever worked, not even the magical item... reason being, most players are there for their characters, it doens't matter which world they are in as long as they play that character. as such, to them the world takes a back seat, even if you try to tie their background to that world of yours, they won't care, for its not them having linked it to their character. they will think of it as "the DM wants to enforce his story onto mine." thats the real problem here... of all the players who do want immersion, only about 5% really want immersion, the other 95% really only want to be in character at all times and thats immersion enough for them.
exemple: i give a character the axe of the dwarven lord, it has runes inscribed in dwarvish about its predessessors... never has that player ever wantedto know the lore of that axe, to him it wasjust that, another weapon to be wielded... i even usedthe axe sentienceto try and make him understand the fact the weapon is alive... all he wanted was to bash in. he liked the interaction, but aslong asit was his interaction he was fine with it. everything else from the world wasn't important. another campaign had the same result as the axe passed down not one, but 3 players and none of them wanted to know anything about dwarves of old. both eventually lost the axe to the fact the axe didn'T want to work with them after a while of being ignored. and both campaign,the players complained that they shouldn't lose treasure.
the point is...
immersion has nothing to do about world building... in the words of matt colville :"you play d&d to bash things in, DM builds worlds for themselves because they want to !" he's right, the world has no bearing when it comes to player characters... just think of it as yourself in this very reality... do you know everything about world war II ? do you know anything about all of the gods that exists ? do you know everything about the next country ? do you even want to learn about any of those things or is your fortune more important ? the only reason we know as much as we do, is because in school we were forced to learn them. your very article is prooving this even more, all you wanted was for you to use "YOUR CHARACTER" that was immersion enough for you.
so DMs... stop trying to make worlds for others, your playerswont care,maybe you'll find 1 or two who will eventually be curious about it...
no if you want to design a world, do it for yourself ! thats the pooint of a world,to not be forced to hand wave everything by the seat of your pants. a world is not for your players to explore, it is for you to know whats hapenning in the world around the players. that way when they decide not to go to that tavern of yours, you wont be needing to develop out of nowhere tons of patrons in the street, you'll know them already.
so yeah DMs...
don't put your world in front of yours players like they should engage in it, they won't... they will engage it only if it truly has a reason within their character backstory.
instead, put the world around them ! may they notice it or not, is not your call... its theirs ! but to you, you will find it much much much easier to DM for them when they throw you a curve ball, because you will know whats around the corner already ! thats the goal of a world... its not for players, its for DMs.
I've definitely found this to the case. I find worldbuilding enjoyable, but also because I'll know a world I make better than anything I got off a book. One of the greatest compliments my players have given me is that the world feels alive to them, because I understand every little bit of it and can make the world work like an actual living, breathing world. Yes, the players have a big effect on the world, but the world moves on its own sometimes. That's the most immersive thing you can do.
Decent article, but didn’t tell me much about actually making a game immersive, I read nothing of using voices, acting out your character, describing combat vividly, using visual aids, or anything that makes a game immersive, it just talked while making a occasional joke or pitching some printed adventure or referencing a WOTC product.
Its alright and but like everyone else says. Sorry I just came to check out the article.
My group just has fun hanging out bashing monsters. I try to have a story, but it’s always hit or miss and generally players don’t care as long as their PCs get to do cool stuff.
It’s enough work for me to get an adventure prepped every week and get it rolling, I simply don’t have time to make a living, breathing world. Actually I’m not even sure what that really means . 95 percent of the game is player facing, and if I’m not going to use it in the next 2-3 sessions it’s irrelevant .
That being said (not to dump on article) sounds awesome and a game I’d love to be a part of 👍 I just don’t want to run it 😆!
This article was OK I guess, but there were too many plugs for books. This honestly could've been amazing, but those mentioned books, ironically, totally ruin the immersion. Though this article really gives some good advice (never tell, just show at its most basic), it feels too much like an ad to like. Just to make this clear: I'm not telling you to ignore the advice, which is actually really good for DMs, just, if the writer ever reads this, please try and keep the references to products you're selling at a minimum...
I really enjoyed this article and found many good tips that I will be using in my campaign. I thought that it would cover more in terms of immersion during gameplay from the title but am happy with the article either way. Thanks!
Thanks for sharing this article! As a writer of traditional prose narrative in addition to my homebrew D&D campaign, I often hear/read the advice to "show, not tell" when it comes to your worldbuilding and your characters' traits. I think this article had some really great suggestions on how to apply that advice to a D&D campaign in a way that weaves tidbits of lore in naturally (and concisely, in some cases — it's not that many extra words to note that a grand room has "paintings showing the [group]'s victory at [placename]" on the walls or that the Animated Armor your characters just encountered "resembles the style of [country], but looks much, much older") and invites your players to interact with and form a connection with the world and its history. Not every player/character will choose to accept that invitation, and you do have to be prepared for that and ready to change tactics (or just let it drop, depending on how essential a particular piece of lore or such is to the campaign). Obviously knowing your group and your players is important for picking the right methods and locations to drop in lore (and for finding ways to build a connection between the lore and what they as characters care about).
Though I really can understand some of this, I would point out that it's pretty easy to run the worldbuilding and immersion around the characters. For instance: characters' actions should have reactions. Maybe that axe of the dwarven lords just wants someone to talk to and gets sulky and underpowered when the wielder never talks to them. Maybe they have to learn a bit of lore to get some goal that they really do want.
Also, it's good to remember that D&D is a work of cooperation between the players and the DM. Though the players are the stars of the show, the setting does matter. The players can do nothing if there isn't a world to do it in. Even minor details that really don't affect the player's ability to smash things can immerse them, and I have successfully been able to immerse my players before. It's all a matter of balancing how much lore you include, making sure the lore aligns with rather than opposes the character's goals.
For example, to hint at my players of some lore about the city, I only revealed it when they searched for clues (this was a mystery arc of the campaign). Whenever they looked for clues, they'd find whatever they wanted (if they succeeded) and a bit of lore (such as carvings on the wall or strange plant life) regardless of whether they succeeded or not. This built the world around them enough to immerse them, but didn't get in the way of their spotlight.
How ironic, it's an article about how to not let your world become so boring that your players tone it out.... and I toned it out after the first section.
The typos 😬
A couple of ideas I tried in my sessions:
1) reward players with stories. When you reward players with loot, usually it tends to be translated into gold and becomes a number, readily forgotten. Since none of my friends really cares about numbers, it feels completely useless to search for treasures. Instead, a thing I like to do is rewarding players with lore itself. The sapphire they find comes with a pirate hat, a flag and soon they'll discover this is not simply a gem, it was once the eye of a ruthless pirate.
Treasure becomes an occasion to tell part of a story. Maybe a completely different story. Sometimes I even let players tell the story of the pirate, so they feel even more rewarded by becoming DM for a minute. Do they tell an awesome tale? Boom: inspiration, mate!
Statues always tell stories, so they're perfect things to play with lore. Carvings, paintings. Everything can give out part of your world.
2) make players work for lore.
If you just drop lore on them, players will feel like they "have to" listen to you like a teacher. If instead you hold back your lore as a prize, they will listen because they finally "got to".
In curse of strahd I scrambled the story of Khazan into small recordings, and scattered them across the map. Sometimes they would find a sentence or two, and this made the lore drop extremely interesting for them because it challenged them to understand what really happened and when each sentence was recorded. It also helps building up some excitement when you finally understand that the thing you always assumed was the end of the story actually happened decades before the beginning, and things finally get to their place.
3) let players leave a mark on the story.
As a DM, I know how fun it can be to tell a story. This is why I often include moments to allow the players to do the same in a harmless way. Designate some blank space that they can fill in so that you can weave your story together. Simple things like asking players why a place their character should know was abandoned (if it's not important to the story you had in mind) can make them very happy. Especially bards.
4) tourist guides are a thing.
And followers too. Ever thought about a bard knowing about the old battle and recalling that piece of lore only when the skeletons attack? Imagine the old bard terrified, screaming and fighting and trying to help you by telling you what used to be their tactics...
Or you could have the same bard walk you through a city, and randomly point at a column and tell you that there they once stabbed a general.
One or my players liked the thing so much his character even started taking pictures xD.
So yeah, in the end think about sharing lore when it's appropriate and in a short and well scattered flow. I figured DM should never talk for more than a minute when delivering information (unless everyone stares silently at you, in that case keep going, they're hooked!).
I agree with all these points. The article's fine, but I would have liked some actual tips on how to make my game more immersive.
D&D is a collaborative game. While the source books and modules are full of rules and descriptions, I haven't seen any WoTC material that tells the players HOW to play the game. Someone once compared learning to play D&D by reading the source books to learning to play MTG by just reading the information on the cards.
If the DM is going to try to create engaging (I assume that's what is meant by "immersive" here) environments by just building a world and describing it to players who have built their own worlds around their own characters, there's bound to be some frustrations when those multiple worlds collide in awkward, unsatisfying ways.
To build engaging worlds, the DM and players would probably find some benefit in engaging with each other before game play. There need to be some expectations concerning how the players will play the game and how the DM expects them to play the game. Is this a world where stealth and resonance is rewarded? Where the political thrive? Where might makes right? Where every room has a trap, puzzle, or essential clue? Where the discovery of an item is a thread to a complex world of adventure? What do the players and DM need to get out of the game for it to be a rewarding experience? D&D is somewhat distinct from collaborative storytelling as the game uses dice to resolve conflict, but some collaboration helps to support engagement.
Without this type of player engagement, the default "enter room, kill monsters, repeat" can become a rewarding or disheartening default D&D experience depending on the needs of those at the table. If the DM and players, however, are looking for something more, they should probably do some pre-game world-building engagement until the group is good enough to do this type of world building intuitively. If the DM and players want the table to be rewarding, they may also want to voice their concerns when they find the game is not as engaging as they would like. Honesty at the table is probably the easiest way to build engagement.
The way I do it is I try to work it into a normal conversation. I have an NPC make a reference to an item, place, or person the players don't know. When you have them being the ones asking "what's that?" instead of just telling them, it makes it feel more like they're figuring things out, not like you're shoving lore at them.
I've got the literal opposite of the 1st two posters. I find this article pretty great. Dangle the carrots in their face. Over-preparing is a waste, but a total lack of preparation often leads to a bland boring world for nearly every player but the power gamer who just want to kill things. And even then...
Immersion is a blend of interesting PC's, character hooks, an environment that is interesting, and a DM understanding their players. The number one question to start of a campaign is to ask the players what do you want? What do you expect? What kind of character (not class/race) do you envision? From there the stage is set.
Most players want a rich and vibrant world. But it is THEIR story. They need to be able to interact with it, change and shape it, and be important (at least in their little pocket). No player wants a white void with NPC3 AC 14 55HP +5 attach 2d8 fire dmg.... They eat up a short but exciting description. "Torgaz the fire-scourge is a hideous as the Prophet said. Its skin is blacked and scaly, with hollow sockets where the eyes once were. Jets of flame seem to burst forth as if trying to escape. You cover your nose and recoil for the moment as the horrid spell of burnt meat assaults' you." Drak the Cleric "I pull for the Auril's Tear and hold it aloft... Not Today Demon! Hell freezes over now!" as the player grins at a the fruit of their hard work paying off. Those smiles, those moments of fear. The emotional attachment... it takes all of it.
I think people hear "Worldbuilding" and think it means: Building a whole campaign world. It doesn't. It never has. If all your worldbuilding is setting up the adventure some hooks for it, and some breadcrumbs of a future world, that's all you need. A diary of a long lost mage as a seed for a future plot you 'might' want them to pursue (if they bite), ancient elven corpses littering a battlefield hinting at empire of old (and the trapped elven souls in that dungeon you've been dying to run), or a rare pressed flower in an abandon herbalists shop, which just so happens to be part of a rare cure for the magical disease affecting a PC's loved one from their backstory (Now where to get more, who collected these!?) The same goes for a handful of colorful NPC's. Watch/Listen to Critical Role. The players eat the NPC's up. Some people can do that on the fly, others need time to prep (Like Matt Mercer). Find your niche... your zen of preparation and (prepared) improvisation.
Know that every group will be different. As mentioned, get to know the players. Heck the players should get to know the players. Most players want the lovely playground, as long as its their play. Make it work the while. Toss the clues, toss the seeds, see what they bite at. But have a rich engaging story ready. Very few players want a bland experience. They are the exception and not the rule as some posters seem to think. This usually comes from a small group of games or the same players... and we've all had them. But most want the Technicolor, Dolby Surround Sound, full Avengers plotline... even if you start out as a farmer hero going to rescue the neighbors dog. We all have to start somewhere... (now why did that Necromancer want to steal all the pets from the farming town...?)
...Does this mean that Mordenkainen has a canonical Ian McKellan voice?
This is by far the best article I have read on this site. What an idea! I am definitely going to reframe how I approach world building. It makes so much sense to focus on the encounters, and then use the npcs and items to share the lore. Builds investment because they see it for themselves. Living it is the best way to remember it. Thanks!
I never want the books to tell me how to play. I play with a group that switches DMs and we each have different ways to play. I had a character that wanted to be a cook so I had the real person whip up stuff with food items provided( made a pretty good banana split). Lady DMing had me actually hold me breath when my character was under water. One guy was in a smithing competition so I had him shape playdough into different items. Point in the books never told us to do stuff like that.
One DM, she has a wonderful world and will ask us out of game what our characters motivations and goals are and will shape them into the story as we go along.
Anyway, there's lots of ways to be immersive and I liked some of the ideas in the article. Also let's keep it positive responders, dont you all read enough negativity everywhere else?
Personally, I find it fascinating how many sites, including this one, are full of advice for game masters on how to do things right (in principle or where specific subjects/themes are concerned), yet they often lack advice on how to be a good player and most of all how to engage with the content and to communicate your interests well.
I am not dismissing the advice, for much of it is quite useful, and a good game master never stops learning, but I do think the problem often lies elsewhere.
Let us face it, the game master already has much more on their plate than any other person at the table, and then some. And while the game master should always understand and respect the Peter Parker principle (with great power comes great responsibility) all too often the problem is a player or players and their inability to care, understand, engage, communicate, negotiate with all the content that the game master prepared based on the promise of the campaign and their understanding of group's interests.
Every single role playing table has different social dynamics, preferences, interests, terminology interpretations and so on. On top of that the game master is often the one managing communication, scheduling and compromises among the group members, trying to make it all work. And all too often players just show up to the table expecting to be entertained, forgetting that the game master is not there to entertain them, and that the whole group is there to entertain itself. And most of all that the game master has every right to enjoy the session as much as players do (yeah I know a very radical position).
World building for yourself (as noted by other comments here) is a valid point. The concept of Aragorn's tax plan applies here. That is the observation that players are likely not interested in Aragorn's tax plan but such tax plan must exist in order for Gondor to actually function. In this case the game master is the one that knows the plan and often considers its implications for themselves and uses these implications to simulate the world the characters are in. The characters benefit from that and the process supports immersion. However all to often the players disregard the need for existence of such things because it gets in a way of their own fun (whatever it may be). At that point the game master might need to ask themselves some question: Is this the right group and game for me? Am I getting out of it what I want? Because contrary to popular belief they too have rights at the table...
In the end there are only two types of games, the ones you enjoy and the ones you do not. So there is no such thing as good or bad game, but there is such thing as a game that is not for you and the game that is for you. Anyone else trying to convince you otherwise is simply trying to sell you something.