D&D: Help me plan my first campaign setting/adventure!

I’ve been getting interested in DMing, after lo, these many years, and since one of my friends knows some people who are interested in getting a gaming group together, I thought I might do a little preliminary planning.

Here’s the deal - the last time I DMed (or played, for that matter), I and all my players were freshmen in High School. As you can imagine, this did not make for the most, ah, sophisticated adventures possible. Besides, at the time I was way more interested in killing goblins and leveling up than in storytelling, so even my turns as DM were a bit sketchy. I asked for some general advice in this thread, and got some good stuff. I’ve since read through Richard Burlew’s series of articles on worldbuilding, and it’s gotten me fired up to do some myself. I’ve always had a fascination for worldbuilding, and I think it’ll give me a more familiar place to start than if I just jumped into adventure-writing first thing. Besides, it’s fun.

So, what I’d like to do with this thread is sort of go step by step through what I’m envisioning, and get some advice on what you think is a good idea, what’s not, what would be if I had more experience as a DM. I’m going to start off with the world itself, and, hopefully, work my way through a first adventure, or at least a hook. With me so far? Good.

My initial thoughts on the campaign setting are these: first, I don’t want to do anything too wild and crazy rules-wise. I’m relatively new to DMing, and while I’m enough of a system-junkie to feel comfortable tweaking the rules, I don’t want to attempt something too epic, get daunted, and quit. Second, I’m totally okay with tweaking the setting a lot, and plan to, because I think the standard D&D setting is a mess.

Here we go:

  • I’d like to do a late Iron Age/early Medieval period setting. Small-scale civilizations, mostly villages rather than cities, and the local lord is more important than the king. No huge armies - small bands of warriors raised by the lord, occasional wars, but small-scale clan feuds and raids are more common. Definitely not epic fantasy.

  • Low magic, few magic items. This is mostly based on the last item, to keep scale down. Epic-level casters and big magical items are going to wipe out small bands of warriors, which is a problem. I’m a little unsure how to do this one, though, so we’ll see.

  • No billion-and-one monster species wandering around. I’d like to keep the action mostly among humanoids, with raids and small battles being the order of the day. What monsters exist will be big-deal, one-off kinds of things. More Beowulf than Dragonlance.

  • Crib some politics from Norman-Saxon-Welsh relationships in Britain. I really like the idea of different groups of people all living in the same place, but with strong ties to their own people. This may end up being more racial than ethnic, being D&D, but a similar kind of mingling will take place. No sharp lines between single-species kingdoms.

  • Very small-scale scope for the PCs, with most of the world way out of sight. This is again based on that small-scale, non-epic-fantasy feel I’m going for. Problems to be dealt with will be more invading-bandits and less save-the-world. This should additionally help me keep from getting overwhelmed by too many plot elements at once.

  • Less of an Evil vs Good classification, more Us vs Them. Partly because I think it’s more interesting that way, partly because I’d prefer humanoid opponents to monsters. There can be Bad Guys, but they aren’t going to be color-coded for the player’s convenience.

  • Same thing with gods - religion is going to be more cultural than personal-ethics. I haven’t decided if I want to go full-on Norman Britain and have pretty much everyone worship the same god(s), or if I want to pit different religions against each other, but in any case, I’d like to avoid evil cultists and the like.

I’d love to get some feedback on any/all of that, and then I’ll move on to specifics!

First thing that comes to mind when I read your ideas is ‘this is D&D, low-magic doesn’t really go well with that’. Sure, it’s possible, but when your players have access to the PHB (which they do), then they know of the possibility of fireball at fifth level.
Magic is so deeply integrated within the core rules (heck, even the classes’ special abilities are devided between extraordinary (Ex), Supernatural (Su) and Spell-like (Sp) abilities at first level) that seperating that will be a huge undertaking. You will need to inform your players early of this, especially if they have been playing D&D previously already.

I like the idea of keeping it mainly humanoid. It will let you focus on storytelling more than when you have a ‘moster of the week’ type game.

When you kee it small scope, I would still suggest fleshing out the big picture (at least for yourself). It will let you intersperse your sessions with tidbits of information about the world around them, so that when they do get involved with something far away at some point, they will get a sense that it has always been there, and that the world moves on without them.

I would echo Aghris’ comment about low-magic and D&D not going together very well. Look how long it took them to make a 3rd Edition Dragonlance, which is the lowest magic published D&D setting. (As compared to Forgotten Realms, where you can’t spit without hitting a +2 sword.)

Also, you seem to be looking for simpler battles in general, something else that’s hard to pull off with D&D.

Are you determined to use D&D, or would you be open to another system? There are a lot of systems out there with far simpler combat mechanics both mundane and magical. This isn’t to say D&D’s combat is bad. It’s more strategic then most, but if you are looking for simple combat, D&D isn’t really made for it.

You may want to look into the Conan d20 game from Mongoose. It uses the same system as D&D, but it’s tweaked to a more low-magic standard.

When you limit magic you’ve taken away a source of PC rewards. You’ll have to come up with something else they can loot, as well as something else they can spend their money on. D&D rules rely on a steady progression of character power, and magic is one of the ways it happens. Limiting magic limits a common path of character development, and will have to be compensated for.

Yes, but Conan character tend toward epic. They get stat boosts and other things in place of magic. One guy I know boasts about wrestling with a giant woolly mammoth and winning.

You can still reward players with improved items instead of magic ones.

A suit of armor that weighs slightly less (assuming you stick to encumbrance rules) can be valuable. A sword that adds +1 to hit or damage, due to craftmanship. Stuff like that.

Another way to limit “monty hall” is to reward players with non-physical stuff. In other words: reputation, guild rank (for example, a priest is given a higher title within the church organisation) land, of course, higher responsibilities. Heh.

Yeah, as I said, I’m not really sure if low magic is doable. My main concern is keeping the low-tech, feudal atmosphere, which means a) I’d rather not have magic swords all over the place, because who makes the damn things, and b) if your army consists of a handful of warriors, who don’t have access to all sorts of magic items, how do they stand up to a guy who can chuck fireballs around like it ain’t no thing?

I wouldn’t be totally opposed to doing a different system, but I’m really only familiar with D&D, which I think would let me think less about the system and more about the game, which can’t but be a good thing.

You could consider a system like FATE, which relies much more on the story and roleplay than the specifics of combat. It also allows the players to have meta-game impacts on the story, something that D&D doesn’t allow. The players can spend “FATE points” to actively tag an attribute on them, an opponent, or the environment. And occasionally to pull off some maneuver that normal mechnics wouldn’t have necessarily allowed.

For example, at Origins I played a sniper (I had the best guns skill of the party), and our party was pinned down in a hallway. The enemies had cover behind the corner at one end. Two of the enemy grunts tossed grenades down the hallway which were pretty much going to roll right in front of the party. I asked the GM that since I had been holding my action, would I be able to see the grenades as they were begin released. He said yes. So I aimed at a grenade and spent a FATE point to improve my weapons skill to hit it. I shot the grenade out of the air and had it explode upon the grunts. I then asked if it would be possible for the explosion for the first grenade to take out the second grenade. He said for a FATE point it would. As a result I got to save the party from a lot of damage and wiped out all the grunts on that side of cover. We didn’t have to calculate where exactly the grenades were, because my FATE point moved the grenade in the environment next to the one I shot so that they both blew up.

Granted the freedom of FATE comes at a price of not having much laid out for you. I’ve never GMed it, but it seems to me it requires a lot more initial preparation when it comes to balancing out encounters (D&D does most of the math for you already), but the details of what occurs can be improvised on the spot by both GM and players.

What edition of D&D do you plan to use?

I ask because, although I’m familiar with 3.0 / 3.5 after 9 years hard use, and played 1e and 2e for years before that, I am utterly unversed in 4e and will have no useful advice.

I think you can manage a low magic D&D setting, just be firm and dont let the players have all they want.

You’ll have to find some way to deal with the fact that D&D characters get insanely powerful as they level up, your low-scale setting could end up being to small for them.

I’ll recommend being parsimonious when giving XP and making it harder for them to level up.

But sooner or later you’ll have to expand the scale.

I don’t see “low magic” as being a major problem, for certain values of “low magic”.

You are the DM. No magic items will come in to your game unless you put them there. Don’t put anything you don’t want players to have anywhere they could possibly get it. At the same time, there has to be some magic. One old rule of thumb was that players can reasonably expect to acquire about one permanent magical item per level, or so. That could be a ring, sword, wand, boots, armor, or whatever feels right.

To some extent you can equip npc/targets with magic items the parties can’t use for various reasons…cursed items, evil items, etc…but don’t overdo it.

When you say you want to use humanoids as opponents–do you mean orcs, goblins, giants, ogres, or do you mean demi-humans, like elves, dwarves, gnomes? The answer will shape a lot of the structure of the world you run.

Okay, so how about this - as I recall from 2nd edition*, there were some serious XP penalties for creating magic items. What if I make permanent magic items quite rare, but keep potions and the like around, in order to keep my mundanes from being overwhelmed by the magic-users? Basically, I’m concerned that there be some way to keep mid-to-high level magic-users from just walking all over everyone else, if they don’t have magical protection. Any other ideas to keep the magic man down?

Okay, let’s talk more about the setting. Oakminster, I’m thinking more demi-humans than not. Basically, I want the bad guys to be bad guys because they’re trying to kill you, not because they default to evil. On the other hand, I’m not opposed to the Orcs-aren’t-always-evil move, just so long as there aren’t Designated Black Hats.

So far, I know I want Norman, Saxon, and Welsh analogues. I’m thinking that two of those can be human groups, and the third not. I’d like to avoid the usual humans-are-white-people-oppressing-the-locals setup, so I’m thinking the Normans and Saxons are both human, and the Welsh aren’t. There are Welsh people (both commoners and nobles) throughout the human kingdoms, but there’s also a Welsh region outside their borders, so they’re not powerless. However, I’m not sure what species the Welsh are. I know they’re somewhat alien, but not so totally outside human ken that they can’t integrate. I definitely want trade and travel between the two races. Any thoughts?

*MHaye, I’m thinking 3.5, since I haven’t touched 4 yet. Hell, I haven’t even done 3.5 outside of Neverwinter Nights, but I’ve heard it’s an improvement over 3.

You could have highly-local, often-intervening gods all over the place. Warriors could stop by the local shrine & pray up a storm & get their shields blessed, gods are always sending you off on some mission or another, if you go thirty miles away nobody’s heard of your god, that kind of stuff.

Oh, and gods move in mysterious ways, but it’s mysterious-like-a-guy-with-serious-OCD, not because they’re so numinous and superior in their wisdom.

I strongly agree with this. Part of Tolkien’s genius was his massive, well-developed, very deep Middle-earth backstory. You don’t need to make anywhere near the same effort, of course. But any stuff that you do develop - when dropped judiciously into your DMing - will help give the gameplay a versimillitude and texture that your players will appreciate, and in time undoubtedly provide opportunities for new adventures/villains/allies etc.

Good luck!

Ooooooh, I LIKE that one! Local gods fit wonderfully into my small-tribe-centric setting. Maybe they’re more spirits than Gods, per se, but they’re localized, and maybe protect their worshipers from harm to a certain extent. It could even be as simple as just deadening the effects of magic inside their domain. That gives you an out for the possibility of high-powered casters, but they have to distance themselves from society to reach the apex of their power.

On second thought, I think they’re maybe more like saints than spirits - if they’re worked into the framework of a religion, it’s a little easier to tie clans together into bigger groups (the Normans, or what-have-you).

OR. Okay, nix that. What if I take a page from the Romans, and do a sort of Gaul/Germanic split? So, there are all these spirits around, and the locals worship them directly. Then, the conquerors (Normans) show up, and in their religion, the spirits are saints/angels/subsidiaries of God(s). And they pretty much just stake out an area, and align with the tribes in that area, but make them adopt this view of the spirits. So, the Normans are on top because they’re more organized, and that’s reflected in their church.

Now, the Saxons aren’t all in the area the Normans have taken over, but it’s been a couple generations, and there are some more-or-less Normanized groups. But, there are also a lot of old ties and feuds with groups outside the Norman influence, so it’s a little hazy at the borders. So now I’ve got Normans, Normanized Saxons, and Orthodox Saxons, with the Welsh sort of mingled in. (man, I need to come up with proper names for these guys). At this point I’m definitely thinking the Welsh are non-human; that’s why the Normans mostly leave them alone. The Welsh don’t really care what the humans get up to amongst themselves, to they’re okay with the Normans showing up and kicking some Saxon butt, they’ll still trade with either group. On the other hand, I still don’t want them to be so alien that I can’t have Welsh peasants and nobles wandering around inside Norman-Saxon-ville, so no haughty elves, thanks. I think they fight amongst themselves a lot, but they’re just ‘other’ enough that if the Normans piss them off, they might just unite and pull a Boadicea out of their hat.

Totally agree, plus this stuff is fun.

If you’re talking demi-humans, Dwarves are a good choice. They don’t even have magic users–or they didn’t under 1st Edition + Unearthed Arcana rules, which is what I played/DM’d back in the day. Elves are slightly more problematic, as they are a magical race, and should have some casters…

As for keeping down the magic man–you don’t have to do that by fiat. There are multiple legit combat strategies to defeat/minimize casters. They wear cloth armor and have 4-sided hit dice. Any intelligent opponent is going to make the casters a priority target as soon as a spell is cast. Also, it’s not like EQ/WoW where casters have the ability to cast umpteen uberriffic spells, drink/regain mana and cast another umpteen uberrific spells. A 5th level caster gets what…1 3rd level spell, 2 2nd level spells, and three 1st level spells (going from memory, could be off a little). They’ve got to choose which spells to memorize prior to starting an adventure, and once they’ve cast all their spells, they’re done for the day as far as magic is concerned…unless they have a wand or a staff or something. To get more spells, the caster must spend hours in undisturbed study…or clerics spend hours in prayer/meditation.

Spells have casting times. If a warrior sees a guy in a pointy hat waving hsi arms and speaking in tongues, the warrior may thraw a dagger or shoot an arrow at the caster…if it connects before the spell is cast, then the spell has no effect, and is erased from memory. Initiative checks before every combat round, also require casters to declare, prior to initiative, whether they are casting anything, if so, what spell, and at what target. Use range, material components, etc to limit the effects per the rules.

The first wizard that unloads a fireball on an army will likely get pin-cushioned by archers…so they can’t just load up on offensive spells. They need to have some defensive abilities as well…in this case “Protection from Normal Missles” would be a good choice. Mirror Image can be useful in some situations…even stuff like Web or Stinking Cloud. I’m a huge fan of Slow.

Also, spells are not easy to get. A first level caster does not get to open his player’s handbook and choose to memorize any spell on the list. He only has access to the spells in his personal spellbook, and at first level, he’s probably only got 3-5 to chose from. Every other spell in the game must be located by the caster…either a higher level NPC is willing to teach the PC caster a particular spell, (for a hefty fee and/or service), or the PC has to find the spell in a scroll, or in a captured spellbook of an enemy caster. Even if a spell is located, the PC may not be able to understand it…there’s a percentage roll based on intelligence to check for that. Once a spell is found and the PC understands it, he’s still got to copy it into his own spellbook…and that might require special ink/materials that are not easy to obtain.

It is quite possible to have a caster, whether PC or NPC, that has reached 7th level and still doesn’t know Fireball…or Lightning Bolt…or whatever spell you think raises a balance issue in your game.

For clerics, their god may not allow the use of certain spells…the PC can pray for those spells if they want, but they won’t have that prayer/request granted. Or they may require their clerics to always have certain spells. For example, I played with a cleric of Apollo. That cleric was required to always have either Light or Continual Light as one of his spells, because Apollo is a Sun god. Cleric was also required to carry at least one healing spell at each level a healing spell is available–because his god was also a healer.

Prepare some “stock encounters” well ahead of time, you could keep them on a card index if you feel so inclined. Then if a session is flagging a bit, you can give people something to do at the drop of a hat.

A campaign I played in borrowed an idea from computer RPGs - the PCs can have “quests” of one sort or another running more or less all the time, with a reward to be collected on completion, but not necessarily needing doing straight away. So for instance they can decide whether to “Visit the barrow of Ealdwulf, copy the inscription on the lintel at the entrance to the main chamber, and return it to Earl Ranulf’s archivist before Yule” today, or “Collect a live fenny snake and take it to the wise woman of the Sodden Forest”, or whatever - and they might accumulate a to-do list as they went their rounds, and plan future journeys in order to advance one or more of these missions.

Have NPCs function as story hooks and information sources, but try to avoid having them do any heavy lifting as it gets old real fast watching one of the DM’s tough characters beating up one of the DM’s tough monsters.

Some campaign Mr Bigs should always get away or somehow manage never to be directly involved, although you should reserve this for special villians whose final comeuppance can be an extra-special achievement with, hopefully, satisfaction proportionate to the time it’s taken to hand them their needings.

There’s a problem with limiting magic items though.

Monster challenge ratings in 3.5 are largely determined by the expectation that your players are going to have a certain amount of magic items on their person relative to the class levels that are expected to take on the monster.

If you give a party of 10th level characters no magic items and send them against a CR 10 monster, they will likely be bloody and hurting big time, if not TPK’ed, even though such an encounter should only use 25% of their combat resources. Even a non-magic using CR 10 monster. Because that CR 10 monster is going to have a bunch of tricks up its sleeve that your 10th level characters cannot counter because they don’t have the magic items at their disposal.

So even if you do away with all casters as monsters, players, and NPC’s, you still have to have magic items, because that’s the way the system is balanced.

Unless you want to take the time and adjust the CR on every monster with the assumption that you have lowered the prevalence of magic throughout the world. But have fun cranking those out.

Essentially, you have to make all your monsters from scratch based on the guidelines on how to do that, rather than using any stock characters from the various monster manuals. It can be done, but expect to put a lot of work in if you don’t want to seet he players get slaughtered once they hit mid-range.

I dunno what CR or TPK mean. None of that stuff existed back in the day. I’d just whip out my handy-dandy Monster Manual, Monster Manual II, and Fiend Folio to get all the critters I needed. Then again, I wouldn’t be using anything after Unearthed Arcana anyway…and I don’t use all of that.

Otherwise, it’s not all that hard to tailor encounters to the abilities of your party. If the OP is using mostly humans and demi-humans for antagnoists, he can just equip them comparably.