Puddles
Adventurer
I see worldbuilding as something the players and DM should do together, so I keep many aspects of my campaign setting fluid and undecided until after session 0. This is because I don’t want to put any restrictions on what my players can choose, so any class or race from any 5e D&D book is open.
For example, if a player wants to be a Loxodon? Awesome. Looks like my world has Loxodons in it this time around - I’ll ask them if they have come up with any background for where their Loxodon comes from. If not I can do it.
I find that while creating the backstories of their characters, lots of players love doing a bit of world building too. Although all newer players, the players in my current campaign came up with the names and cultures of the places they come from.
So before session 0 I leave my world quite rough, mainly shaping the different land masses and their climates and only really going into detail on the starting area. This means I can easily slot anything the players come up with into the world.
After session 0, I finalize the world building so it meshes with their choices. For example, in my current campaign I had wanted them to explore ancient ruins of an Egyptian style culture. One player created a Tiefling with the hermit background that has the ‘discovery’ feature. This led to me making that ancient culture be a Tiefling one so I could tie in their discovery to the story and I ended up dotting loads of Tiefling groups around my map to all be the descendants of that civilisation.
In the same breath, all the stuff they chose to not include in their party doesn’t make the cut into the wider world, there’s no Dragonborn, Halflings, or half-orcs this time around because none of the party are using them so there isn’t any need to include them in the world.
I find this collaborative and emergent world building to be very rewarding, and it means the sky is the limit when it comes to how many different races are offered in supplements.
For example, if a player wants to be a Loxodon? Awesome. Looks like my world has Loxodons in it this time around - I’ll ask them if they have come up with any background for where their Loxodon comes from. If not I can do it.
I find that while creating the backstories of their characters, lots of players love doing a bit of world building too. Although all newer players, the players in my current campaign came up with the names and cultures of the places they come from.
So before session 0 I leave my world quite rough, mainly shaping the different land masses and their climates and only really going into detail on the starting area. This means I can easily slot anything the players come up with into the world.
After session 0, I finalize the world building so it meshes with their choices. For example, in my current campaign I had wanted them to explore ancient ruins of an Egyptian style culture. One player created a Tiefling with the hermit background that has the ‘discovery’ feature. This led to me making that ancient culture be a Tiefling one so I could tie in their discovery to the story and I ended up dotting loads of Tiefling groups around my map to all be the descendants of that civilisation.
In the same breath, all the stuff they chose to not include in their party doesn’t make the cut into the wider world, there’s no Dragonborn, Halflings, or half-orcs this time around because none of the party are using them so there isn’t any need to include them in the world.
I find this collaborative and emergent world building to be very rewarding, and it means the sky is the limit when it comes to how many different races are offered in supplements.