The Architect DM series has covered a lot of different aspects or tabletop RPGs ranging from details of a single encounter to the much larger task of planning out an entire game world. I’ve found myself tending to progress through that range from post to post instead of staying to one end or another for more than one or two posts in a row. With this in mind, today’s post comes from some of my more recent thoughts on Campaign planning and how to build towards running a mostly sandbox style game.
So far the Architect DM series has focused primarily on locations and building design, but today and over the next few weeks I’m going to take a look at the larger scale idea of world building and some factors that play into designing a realistic and believable world to play your games in. As with many of the design aspects I’ve talked about previously, designing a realistic world can feel like one of the most intimidating and daunting tasks to undertake but in reality if you apply principles correctly it can make your efforts easier and better at the same time.