so you text your friends and say hey I'm gonna run D&D tonight they're all super excited they're all on board but one of them texted you back with a question that you didn't know the answer to one of the players and it was somebody who's played D&D before said fantastic what campaign setting and you look at your phone and went blank blink campaign setting this episode is the first in a series about your campaign setting what is a campaign setting why we call it that it's a pretty archaic term in fact maybe nowadays they call it just the setting or the world that your D&D game takes place in but I called a campaign setting because that's what they called it back in the 70s in the 80s and they called the campaign setting because they played a lot of war games set during the Napoleonic age and they called a campaign a collection of battles so you would sign up for the army and you'd go on a series of tours of duty - each one was like an adventure and when you strung them all together that was called a campaign so that's what a campaign is a campaign is a collection of adventures now the setting for your game is this interesting phenomenon where you can play D&D with that one but even if you play without one by definition your game takes place in a world back in 1974 1975 when the game first came out when everyone was playing it they were playing in a kind of collective shared world there weren't a lot of details that were making everything up as they went one way of describing that default setting they played in back in the early 70s is fantasy land fantasy land is the kind of medieval tolkien-esque Western European setting that we all kind of take for granted you don't need to know anything else about the setting if you're playing D&D and you come to a town you expect that in this town there's going to be a blacksmith there's going to be stables for horses there's gonna be an inn for people to stay at there might be a priest for you to buy potions from there might be a wizard if you buy scrolls from these things are all built into the idea of fantasy land even without a campaign setting so not only can you run D&D without a setting people did it for the first two years of the game's existence until the Grayhawk supplement came out now you can go out and you can buy a prepackaged campaign setting and the advantage of that is it's all done for you someone else has already made all the maps and figured out where all the countries are and come up with all the names for everything and I have run a campaign setting in fact one of the best games I ever ran we played every week for three years in the birthright campaign setting it was my favorite D&D setting that they published but since then I've tended to roll my own I make my own campaign setting and I'm encouraging you to do the same thing again there isn't a right answer to any of this stuff making your own campaign setting going and buying a campaign setting are good reasons for doing both but back in the 70s in the 80s when you were done playing D&D and you went home you didn't play minecraft or League of Legends a rocket lead you had nothing else to do there was no internet so often those of us who were players the reason we wanted to DM was because it was fun to make a world and now it was the thing we did between sessions if you've looked at any of the stuff Tolkien did for middle-earth you can see you can get super noodley and different people engage with campaign settings in different ways some people like making lots of maps some people like making alphabets yeah some people like building elaborate pantheon of gods some people like building the history if you've ever seen Dwarf Fortress one of the things that game does before we ever play is it generates this thousand-year history of everything that's happened before you showed up these days a lot of things compete for your time that's one of the reasons I think prepackaged campaign settings have kind of taken over but I'm here to tell you making your own campaign setting is fun and it's not as tough as it might seem one of the reasons building a campaign setting from scratch is fun is it gives you the opportunity to make D&D work the way you want it to you know the guys who design D&D there were people just like you they have their own ideas of what the different races should be maybe you have different ideas yours are just as valid as theirs now in my setting what I tend to do is I make sure that everything that's in the players handbook is in my setting but I tweak some of the things so that they're different and I hope a little bit more exciting and interesting than the stuff people used to I say that but really it's just because I have my own ideas about how some of these things should work and I think they're neat it's a mistake to think of them as somehow better they're not better they're just mine for instance in my setting dragon board are not like a biological species with a civilization they are something that are made by wizards kind of like half works from the Lord of the Rings and I tell people when they're making characters in my game that being Dragonborn is illegal in my setting and they say well you mean I can't play one I'm like oh you can play one but if people see you they may sell you out to a local bounty hunter and they'll come and try to collect the bounty on you because a nice ending the Dragonborn were the Knights of Good King öand and the guy who served him the invincible overlord declared the Dragon Knights illegal and you can see how I took the kind of somewhat generic notion of a dragon man from D&D and I made it specific to my campaign setting I gave them a specific past and a history and also some great plot hooks a lot of great adventures have started because players in my game have made Dragon born characters so it's not unusual for my players when I play a dragon born to wear a hood over their face to try to obscure their features and then after they've done a couple of adventures the people in town trust they go openly and they're like yeah I'm a dragon born and the people love them because they're the heroes but then they go to the in one day and there are some bounty hunters in the inn and they see a dragon born guide there they go hey and they just get up and try to leave and right there there's some tension if the players don't realize what's going on because maybe they've forgotten that it's illegal to be dragon born the other people in the end the NPC's that are there will stand up and try to stop the bounty hunters because at this point two people in town are like hey this guy's on our side he's a good guy and all of a sudden there's a combat in the middle of the end so that's just one example of how you can take the stuff in the players handbook the different races and even stuff like spells and gods and make them yours tweak them change them not because you thought they're bad but because you have your own ideas it can seem daunting to build your own world from scratch because even saying it the way I did makes it sound like a lot of work I'm building an entire world well no you don't need to build an entire world the simplest way to build your own campaign setting from scratch is to start with a town you start with a town and then you build out to the local area and then eventually zoom out to the entire campaign setting and over the course of weeks and months and years you have an elaborate world that you've built from scratch but to get started all you need is a town now like building an adventure from scratch you can make a town from scratch and there are tools online for you to do that in fact there are random town generators but I don't do any of that stuff in fact I almost never make my own adventures from scratch I usually buy something that somebody else wrote and somebody else published and I make it my own why at town and not a city as good question well a city is a big sprawling place where adventure happens and I've started campaigns in a city in fact there are some classic city supplements expressly for this but running a campaign in a city can have the same kind of problems that buying a prepackaged campaign setting does which is all of a sudden either if you're making yourself you have a lot of work to do or if you're buying one prepackaged you've got a lot of reading to do whereas if you start in a town it's a small manageable chunk of content you can buy one online read it in an hour or two and know everything there is to know if you make a town from scratch it takes you an hour or two and at the end of that process you know everything there is to know about that town you are the expert and it feels great with a player's show up to the town and you know everything in that town you feel confident you feel like you're ready to run D&D if you're starting a first level starting in a town is a good idea because it is a small contained a chunk of content and it has just the right amount of things for the players to do you can expect that there is a wizard in a small town but not a powerful wizard just powerful enough to maybe identify items and make scrolls there's priests in town at the local church and he's powerful enough to sell potions and maybe cure disease but he's not powerful enough to raise the dead so you've presented the players with some solutions to their problems but not every solution to their problem also if you have a town with a high-level npc and it like a ninth level wizard the players will start wondering why are we going on these adventures instead of her now if you go by the D&D starter set you get this thing which is an adventure and it comes with a town it comes with the town of fan Doolin and fan dueling is a great starting town I recommend you use it it's got I think just the right level of detail it has a map of the town it tells you what NPCs are in the town and tells you what goods and services you can get and there are lots of cool little plot hooks in there and if you have your own adventure if you've gotten bought another adventure online it's very easy to kind of hook them up in FanDuel in' now FanDuel in a set in the Forgotten Realms and as its own geography and it's got its own nations and it's got its own deities so if you take it and make it yours then you're gonna have to change all that stuff for instance Pangolin is not that far from water deep which is the biggest city in the realms and you might have your own idea for what the big city nearby should be maybe it's not called water deep what do you think a cool romantic sounding name for a big city would be also it's got the Forgotten Realms deities and you may want to make your own deities now that alone can be a lot of work creating an entire Pantheon from scratch can take a lot of time I don't think you have to do that you start by saying okay do I have a cleric player or a paladin player who is their God ask them what kind of clarify are going to make ask them what kind of palette and they're going to play and make a god for that character then in the town make sure there's a temple with a priest from a different God that way you've only had to come up with one or two or maybe three gods but now the players have a feeling that there is a wider world out there there are lots of gods presumably that's a big part of the DMS job is just creating enough content to give the players the sensation that there's a larger world out there without actually having to build a larger world now I've been playing the game since well before the starter set came out so I don't use FanDuel and I have my own three little towns that I use depending on which group I'm running the towns I use are hamlet or lane and Milburn each one of them is from a different TSR product from the 70s 80s and 90s respectively I think a lot of people think Hamlet is the ideal starting town is from adventure that came out in 1979 called the village of hamlet and it was designed to be the first in a series called the Temple of Elemental Evil and eventually like six years later the temple of Elemental Evil came out and it's this huge sprawling dungeon that I think is largely unplayable it's super famous but I don't think you can just read it and figure it out we'll talk about big adventures like that another episode but Hamlet is a lot of fun because you get a lot of detail there's a map of Hamlet and there's a list of every major NPC in the town there who the blacksmith is who the carpenter is there's an inn and you can tell that Hamlet is kind of old-school compared to FanDuel in from the starter set because in Hamlet there is a listing not only of every NPC but how much gold they have and where their treasure is hidden because there was this expectation back in the day that a thief's player might walk through town and see these local yokels and go hey I wonder if I can steal that guy's gold or copper pieces or however little money they had so that's something they don't do anymore they don't list all the NPC's in a town with all the money they have and where they hide it but the village of hamlet is great because you do get a list of NPCs and some of them are relatively high level like fourth or fifth level and that makes them high enough level that they can help out the players if the players get in a jam but we'll talk about that another episode the idea of having high level pcs around that are available to the players I think it's kind of a double-edged sword there are reasons to do it there reasons to avoid it once again there's not a right answer to a lot of these things so Hamlet is a great little starting town and nearby Hamlet is the moat house which is this kind of fortress in the middle of a swamp and there is a great classic starting dungeon the moat house I think it really is legitimately one of the best starting dungeons but it's not much of an adventure if that makes any sense it's just this thing that's sitting out there everyone in town knows about the moat house and they know there's something going on there and there are some mid-level pcs in town so why don't they go do it there's not really an answer there's not really any one hook in the village of Hamlet that leads you to the moat house it's an old-school adventure and they just assumed that if you heard about this dungeon in the middle of a swamp you would want to go there vandal it is much better when it comes to giving the players interesting hooks to get them from the town to the adventure one of the other towns I use or Lane is from this classic adventure it's my favorite starting adventure and it's one that I strongly recommend if you're interested in it's called against the cult of the reptile god I love against the cult of the reptile gods because not only do you get this town or Lane which like Hamlet is a nice fleshed out town but there's already something going on in or Lane when the players show up when the players arrive in or Lane they discover that some of the town's folk are behaving very strangely other towns folk think the town is cursed and there are many boarded up shops because people have left that's how convinced they are there's something terrible happening and it becomes up to the players to unravel this mystery what is going on in town I think that's a great plot cook and in fact I used it when one of my players said that he thought I'd be a cool idea if he had a sister his character's background was hermit so he's often the hills doing research in some ruins and all of a sudden he gets notes from his sister I had written out all of these notes and she had been riding them over the course of weeks and months but he got them all at once cuz that's how the mail works in a medieval society this dwarf just shows up with a package of letters and says hey it took a long time to find you sorry so my friend Tom reads these letters he discovers something very strange is happening in the town of our lane and I put those letters in the doobly-doo you can download them I made sure it was a word doc so you can edit the names yourself if you want the player was really impressed that I had created all this stuff for him and he felt deeply invested in what was happening as soon as he got to the last litter was something obviously bad it happened to his sister he wanted very badly to find out what was happening in our lane now I'm not going to tell you what was going on in our lane I'll put a link to all these adventures in the doobly-doo down below and you can check them out for yourself but just be aware that the old-school adventures tend to have a different attitude toward descriptive text basically they're harder to read than modern stuff they go into a lot of detail that a moderate adventurer wouldn't go into like for instance where everyone keeps their gold and they lack certain details you would expect like what are the plot hooks that's why I think against the cults the reptile god is fantastic because it is a town with a built-in plot hook and the reptile God you have to find at the end of it is awesome my Thursday night group on the other hand started off in the town of Milburn they're still there Milburn is the starting town for the epic adventure night below night below came out in the 90s and is a much more modern adventure super readable by the way although unfortunately it's kind of a pain in the ass to find there is no PDF of it online you can get it on eBay for about 60 bucks I still have my original copy from the 90s but unfortunately it's missing all the player handouts because I handed them out so now I had to go buy another copy off eBay for my new players I think Milburn is great because unlike Hamlet from the village of Hamlet and unlike or Elaine from against the cult of the reptile God Milburn is the center of an open-world sandbox game where there was tons of low-level content around some of which links to the big meta plot of the adventure some of which doesn't and it's up to the players to decide how to engage with this content for me the sandbox game is the thing D&D does best so it's the game I tend to run but I also like games that are on Rails again there's not one right answer to these things so we talked about Hamlet from the village of Hamlet we talked about or lane from against the call to the reptile god we talked about Milburn from Knight below and we talked about FanDuel in from the D&D starter set all of those are great starting towns and they're all you need to get started with your campaign setting even though we did a whole episode where we made an adventure I'm basically going to advocate for you buying other people's content and then make yours because in my experience that is the easiest road to lots of content that is customized of course you can do it all from scratch I know lots of players who do that have a huge respect for people to do that I'm just a busy person I have stuff to do I'm running two games of D&D for one thing next episode we'll talk about dead ends what happens when your players run into a plot point and they are unable to progress beyond it as you can imagine there's not one right answer see you next time peace out