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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I strongly believe that the description of the world should be through the eyes of the PCs and the description of the NPCs. Sometimes, there is some scene setting necessary.
I started an Eberron-campaign about a year ago. As the players didn't know the settings, I sent them a couple of links, which one of them compiled into a short document giving them some background on history and new abilities etc. as a pre-read.
We hit the ground running with one of the latest entry level games, went to a "Rosamunde Pilcher goes D&D" style adventure (which turned out to be hilarious), finished a classic Dungeon crawling (which they also enjoyed) and will now go into an investigative plot. This for me gives them ample opportunities to explore the world without 'boring narrative' but through interaction and action.
And then there is this additional theme of recurring NPCs (either villains or benign characters) that can introduce lore in the context of the adventure.
I'd really be interested in your thoughts on this topic. I see a lot of this mentioned in the article above (although it has the unavoidable sales pitch in it as well ;-) ).
Lot’s of “don’t-s” and not a lot of “do-s” in this article.
Where’s the encouragement to involve players in the worldbuilding? Where’s the placing the characters into the world?
When I play, I love to engage with the world, usually by reading (and occasionally tweaking) the established lore. If your players want an immersive, established world, you don’t have to do an infodump during session 1, you do it before and during character creation. Sure, start with quick overviews—elves in this setting are industrial, halflings are thrill-seeking daredevils, wizards have academies and warlock is considered a legitimate path to power, etc.
When they tell you what they want to play, you give them the information they would know in character, and you can increase engagement by having them contribute to the world (drow player: “what if the drow are opposed to the elves not because they’re evil but because they’re conservationists, opposed to the industrialization that other elves are moving towards?” —this makes them invested in their character’s culture and gives them a stronger identity.)
Have players design aspects of their hometown as part of their backstory, come up with local politics and family feuds. Stuff like that.
I had a friend at university 20 years ago who was doing film studies, he taught me a really important lesson which I apply to dm’ing now, he showed me the best stories show and don’t tell.
As a DM I will have a history and a lore and a background an all that information. I will know how much my players characters know. But I won’t pile them with long exposition that isn’t necessary. Why tell them what’s going on in the western islands 300 miles away from them, or some historical battle 1000 years ago, if it’s important to the story I can show them, and if it isn’t then it doesn’t matter.
First of all
Where are those? I've looked through it and I couldn't spot them
Second of all: If y'all want actually useful world-building tools (which, as DndPaladin has rightfully stated, have little to do with immersion), try the world-building-tools in Worlds Without Number (by critically acclaimed author Kevin Crawford; also, it's free)
no offense, but the articles here usually seem a little amateur, not from the journalists perspective, but from the perspective of players and gamemasters
same here sir
Indeed. Twas definitely helpful, just not...exactly what the title said. Still awesome article. I really liked it.
Awesome!!!!!
Let me edit for length,
"Show, don't tell."
You're welcome.
I strongly agree. Immersion is on the part of the Player; if they don't want to be immersed, they will not.
Now, DMs can *do* things to create a fertile field for immersion, (show don't tell) and tie the PCs into the world but if Brad the Fighter just isn't there for it, it aint gon' happen.
I mean, players can't possibly hope to fully understand how to successfully run a game based on articles alone right? I feel like the writer was just giving us alternative places to look for more information incase we wanted more. I didn't feel like I needed to buy anything more, rather I felt like I knew where I could find more if I wanted it. Just my opinion.
I'll be honest.
Kinda agreeing with most of the posts here, article is ok'ish (not to bash or anything just being honest).
But the posts here are making up the article, awesome knowledgeable community.
I advice anyone coming to this article for help, to read the comments.
As the saying goes... "You can lead a horse to water, but you can't make him drink."
Agreed! A bad DM will never engage players in story, lore, history, etc., but a good DM will not be able to do this either if the players aren't willing... I just don't understand this mentality though... if you just want to roll dice, kill armies, and take over the world without any story, play Risk (a fun game in its own right)! D&D is all about story. It's what sets it apart from other games.
Think about Critical Role. I am not a mega-fan of the show, but I have watched several episodes and enjoy them. As much criticism as the show gets, I think Matt Mercer is a great DM, but it is the players who really make that show (their attention, enthusiasm, engagement, etc.). It would be interesting to see a strong DM like Mercer play with a group of disengaged players... I wonder what that would look like?
As the post here show, there are a wide variety of players (and expectations) and a wide variety of how DM's view they should craft some form of 'immersion'. There is no -one- way. For the DM's, get to know your players and what they might expect from a game. Players, work with the DM and -other- players to create a D&D game that works for everyone.
Posters: Post your favorite method for your campaign. Or you favorite tactic or tip from games you played in. Make these thread worthwhile!
I usually immerse my players by having checks and things that they make give little bits of lore. For instance, if the enemies are some sort of undead cursed by a wizard in ancient times, you can hint at that through what the players do. For instance, when a player attacks one, describe how instead of blood, black smoke and runes ooze out of the enemies' bodies. Or, if a player is looking for clues in some ruined area haunted by these creatures, they could discover papers with hints of lab reports on how the wizard first created the undead.
If the player's actions are what gives them the lore, they will learn about your campaign world in a way that makes them not feel like you're giving them a cutscene. They feel like they learned something cool based on their own actions, not based on yours. They will learn about the real world they're in, and it won't be because you told them to (it is totally because you're telling them to, but don't tell them that), it'll be because they looked and learned on their own.
You can also give them lore by having the world around them react to them. Perhaps in a city with a history of cruel sorcerers, the spellcasters in the party could be persecuted and treated with extreme caution. Perhaps if they are in a forest cursed by hags in the past, the terrain around them is filled with poisonous plants that are found during foraging, or animals attack each other and the party with extreme frequency.
I don't get what everybody is dealing with this article is. Maybe the title felt a little misleading to folks, but it's not like this isn't about immersing your players. Immersion here is clearly being defined as immersion within a campaign setting and maybe some people don't think of that when they hear the word immersion. But that is certainly a valid topic. And this article isn't any more of a sales pitch than any other article posted this website, they literally all exist to drive sales of the books on the site. If anything I would say that this article is very light on that type of stuff, it is literally self-contained content that you could have easily found on another blog not commercially linked to the sale of books. Every D&D blog references the rule books for advice on how to handle certain situations.
So criticism should be constructive. I am a firm believer in this, so I am going to try and hold true to that tenent:
First, this article is boring. When paragraph four hit, I understood the purpose of this article. It was to be a vehicle on how to position the D&D Beyond products in different places. Honestly, that's fine. A good sales pitch is important. That being said, when your article is about not being boring, and it's a trite sales pitch? People are oft to call you out, as seen here.
Second, if I were a new DM? I'd read this article and go "Then why am I dming then? What's in it for me?" A lot of creative energy goes into DMing, and all this article does it say "Well, don't waste your time being creative because no one cares." You spend plenty of time telling people how to redirect that energy, but you never spend any time going "For my creatives out there, here is something you can do to satisfy that itch in yourself"
Third, your final paragraph is honestly where the article should have leaned in. You tell this personal anecdote up front about how you listened to a person and ignored them for thirty minutes. Sounds great and all, but then you talk down to creatives and all the effort they're putting in. So now you've lost the audience, and then finally you give some really good advice. Reward good roleplaying with bonuses. I think it's ok to take it a step further to say hey, you know what, that was really well thought out, you don't need to roll, but at this point most people stopped caring.
Outstanding observation.
Furthermore, the problem is that a lot of disengaged players arrive at the table expecting the session to look and feel like an episode of Critical Role without understanding that it is conducted by professional who are invested and engaged with the content by choice, disciple and experience in their approach.
In other words: Critical Role is presenting unrealistic image of the hobby to the wider and very inexperienced audience, which frankly results with said audience (players and sometimes game masters) having unrealistic expectations and unhealthy entitlements where the activity is concerned without any understanding that the they themselves can be a major part of a problem and/or solution.
I would've paid more attention to what I was reading in this article but within the first 3 minutes the repetitive words and phrases just started to fade like those of Charlie Brown's teacher.
This content is amazing.