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 now know how I need to prepare for my next game. This was the most helpful D&D article I have read in a long time.
man, this was awesome!
always best to make the place seem real, but not like your the party's teacher for this place, we don't want to hear about their war in 1763!
With all due respect, I do not agree with your position. What you seem to be laying out is a lack of creativity and connection on the part of the DM - not worldbuilding per se. If you lack the creativity as the narrator of the tale to incorporate the player elements and make them compelling, then perhaps DMing in a RP game isn't really your thing? Not meaning to be rude! But what you're calling out here as a flaw is the nucleus of being a good story-teller and a good DM, in my opinion (YMMV).
First off, I've managed to pull a number of characters into better role playing with my world-building, but if the characters don't want to RP, they're not going to no matter how awesome the world is.
I DO agree, however, that the world needs to INCLUDE the characters. But as a DM, you can work with the player to build characters with stories that will work in the environment you have created. If I build a world that's really going to reward religion bases magic users, and I have a player that wants to build a character with a backstory that's really not going to take advantage of any of that, it's my responsibility to steer that player away from that decision (unless the player REALLY wants to play that person) OR figure out a way, in the context of the world I've built, to make moments engaging to that player.
Even then, you can create campaign material specific for those backstories that STILL fits in your world - even BUILDS FROM IT.
I'm sorry, but if you're a decent story teller, you can find a way to take the quirky backstory and make it work in your world. If you can't I think the problem is with you as the world-builder - not with the players and not with the concept of world-building.
I you're trying to make this same point, then my apologies - perhaps something is getting lost in translation?
They used the art of the magic card Temple Thief.
same
It's a two way street - sure the DM has to be able to effectively communicate to the players but the players have to be willing to engage and immerse themselves in the world. Even Matt Mercer isn't going to get much joy out of players who aren't interested in role playing or engaging with the world he is creating or who are pursuing their own agenda regardless of what the DM is trying to do or how much it doesn't fit into the world the DM's created.
I think there's an assumption in role playing that the DM holds all the power in RPGs, whereas in effect the players have as much power as they decide how they interact with the DM's world. As someone mentioned previously, in this thread they had planned out this big campaign and after two sessions the players decided to abandon the quest and become pirates. Yarr! Or as I have witnessed both as player and DM, some players opt not to engage at all except in combat.
I understand, but if that's the path the characters go down there's nothing stopping the GM from using the content in their world still. Alter it, repurpose it, and use it. You don't have to scrap everything because the players went "off the map".
To me, it really depends on who your players are. Talk to them first and see what they want. They like dungeon crawling? Keep background at minimum. They like mysteries or politics and intrigue? Well, chances are they'd probably like some background to chew on. I get that explaining said bg during a session might be frustrating, what I've come up to is giving them things to read off-game. In such cases, two-three pages of information before the beginning of the story can help them, even for future reference, then documents they find along the way (if they can find them, of course), like diaries, holy books, history scrolls, etc. Yes show not tell is generally better, but I think that you should be prepared nonetheless. Maybe it's prep work that never gets out into the light, but if you need it it's there.
If you tie the characters backgrounds to the story a little bit gives the players a little surprise every now and then. But if you over do it, the world just gets boring.
Agreed! However, you can use it to tweak your adventures if their backstories are going to make the adventure you planned impractical or boring.
Oh I totally agree. My point was more about players actively refusing to engage with DM's content.
Some great suggestions Gazza. Honestly more immediately usable than the actual article 😅
Thank you!
I really had fun thinking about that :)
"KILL THEM! KILL THEM ALL!!!" - :D
The only immersion I have is a newspaper front page that I give to my players every 10 in game days (Cause weeks in DnD are 10 days longs) and they actually read it because there's a chance their characters or the npc's they care about might be in it and all their characters are vain and self-obsessed.
Yeah, I can agree! I think reciting some facts about the world itself that the characters would know about can be very important and helpful, and in the beginning story of this article I really think the DM deserved some more credit.... players who get to the game with nothing but their OWN characters in mind will ruin immersion because to them, THEY are their own world.
I think from the variety of posts, there are varieties of DM and Players, all with a variety of expectations. Anyone claiming 'Most' or '95%' really don't have a good sample size. So again, communicate! Ask! Get the groups pulse on what they want, or may be willing to try.
Good article with some good advice. I think the best takeaway from this is to ONLY provide information that will be useful to the players and actually make it useful. I would also add that if it's information that they need to know, lower the DC on discovering it or just give it to them. Some players may want to get deep into the lore and if you wanted to cater to them without boring everyone else, I think a hand out could be great and they can refer to it at their leisure.
The problem that DnDPaladin is describing and is the same for most DMs is that players might be interested in the world you build, but only as far as it takes to make their character better. They wont look deeper even if you entice them. In the end it's down to the players which is what DnDPaladin said. This article makes it out to be a DM problem but it's not something DMs can fix.
There's definitely a lot to be said for using the "show, not tell" style for worldbuilding.
You could write a 1,000,000 page tome about your world's lore with chapters on each of your characters, creating new languages, currencies, history, philosophy - and if that's your bag then follow your bliss - but unless you inject that lore into the campaign at points where players need to interact with it in a way that drives the story forward, it'll likely fall by the wayside. Never expect players to take a particular interest in things that aren't directly related to their main focus (quest or side quest) without a very good reason. The lore has to find them, not the opposite, they're too busy finding treasure!