You're strange and delight me. Any tips on DMing? I actually have a fair amount of experience now, but I'm making a homebrew setting soon and it's. Daunting.
I’m full of DM'ing tips! I want to eventually make a series about how to create your own campaign (which I believe I’ll be holding off until I can make some videos) but I understand completely feeling like the task of crafting everything yourself as being pretty difficult. I’ve got some tips for you on how to tackle this.
1. Establish the Main Idea2. Draw a Map3. Populate Your World4. Conflict & History5. How Does Magic Work?6. You Don’t Need to Know Everything
1. Establish the Main Idea
I believe that in order to create a new and exciting world you need to have a strong central idea to go off of. Some random examples:“The Gods are dead and now the power they wielded is up for grabs in the objects they left behind.” “The world is a desolate wasteland after an apocalyptic catastrophe. Nobody remembers how or why but what we do know is that the only way we’ve been able to stay alive is with the help of travelers from beyond the stars.” An example from The Adventure Zone being: An organization that defends the planet below from powerful artifacts in a world full of powerful magic.
Starting with an idea of how you want the world to be is a great start, and it doesn’t need to be incredibly complex. Try figuring out your Main Idea by creating a hook that is only a couple of sentences. This is also a great way to get your players excited about the world they are going to be exploring.
2. Draw a Map
Honestly, I’ve found that creating your own setting is a lot easier when you are drawing up your own map of the world. Sometimes you don’t even think, you act. Ideas flow much easier that way for me. Why did I make a huge volcano in the desert? I don’t know but damn that could be cool. Maybe a dragon lives there or is home to a society of goblins who worship and craft armor built from the magma itself. Just draft something up and don’t be afraid of making something dumb or poorly drawn. You can always create a more finalized version later.
3. Populate Your World
Now that you’ve got a map it’s time to decide who lives in this world of yours. Start big with Kingdoms/Empires and other big cities. Who are they and how do they feel about one another? Is there a Queen who rules over a rich gold mine and controls all trade in the north? How does the RedLion Kingdom feel about the GreenEagle Kingdom attempting to colonize close into their territory? Once you know who runs the world shrink down your scope a little bit and build smaller villages your players could reasonably live in.
And let’s not forget, you need to create specific NPCs that live in these places. Create characters you want to run and help guide or hinder the players. What are their goals? Are they Chaotic Neutral or Lawful Good? You can also create NPCs that sort of represent where they are from. A Bard from the RedLion Kingdom may act as a someone who thinks they own everything or perhaps they are the exact opposite. They think the rich steals from the poor and their goal is to take back from the elites.
4. Conflict & History
Of course, introducing factions, kingdoms, and varied characters is bound to create conflict. After all, what is a campaign without conflict? I got into this a little bit above, but figure out what are the BIG conflicts in your world. These can tie into your Main Idea and in fact I would say they should, at least in some capacity. Is there imminent war? Does a malicious Wizard think they need to right a wrong in the world? Are monsters running rampant through the world and need to be destroyed before the problem worsens? There are so many ideas and potential hooks you can insert into your setting.
Any world is not complete without history. You don’t need to develop this so much that it takes weeks to concoct. Instead I’d say come up with some really general ideas that you can use to strengthen your understanding of the world. Even something as simple as, a hundred years before a great war was fought and with it society has changed forever. And make sure you have some idea of what earlier history would have been. Who are these forgotten civilizations and why are these dungeons here? Who used to own this treasure? Again, you only need a general idea before you develop this more (or not) as your continue through your campaign.
5. How Does Magic Work?
Magic is important to tabletop fantasy games. Maybe your world is without magic or magic is rare and unexpected. Perhaps everyone has magic within them. There are so many possibilities. And while magic is a big one, there are other questions you should tackle. How important is religion? Are science and medicine still early in their practices? These questions can always be answered later. Brainstorm and come up with as much as you can before the campaign begins. However…
6. You Don’t Need to Know Everything
This is the most important thing to keep in mind if you are feeling stuck when try to develop your world. There’s so much to developing a setting that it can feel impossible or too scary to attempt. Don’t let this type of thinking stop you! Honestly you just need to lay out the foundation of your world before starting your first session. Your players aren’t going to need to know EVERYTHING about the world and neither do you. As you run you will develop ideas, characters, locations, villages, conflict, etc. This will make things more flexible and fun as you DM for your players. So relax, draw a map, write some ideas down and set a goal for when you will start session 0.
Thanks for the question, I hope you find this helpful as you begin prepping your world! Good luck and let me know if you need any other ideas or feedback!
Edit: Also! Here’s a link to another ask I answered with some DM’ing tips I forgot to add earlier.


















