BUILDING AN RPG CAMPAIGN (PART THREE)
Our ongoing column focuses specifically on providing tips, guidance and advice to dungeon masters as they create their own worlds to run campaigns in. Some of the advice will be specific to the latest fifth edition of Dungeons & Dragons, but the majority of the concepts are app licable to any setting, game or ruleset that you prefer. This is the third entry in the series and focuses on how to expand upon a world you’ve just started building using smart storytelling
Words by David Jagneaux
■ Building a story around a specific place or item is a classic fantasy setup.
Welcome to the third entry of The Dungeon Master’s Guide to Building an RPG Campaign!
In the previous second entry of this column, we spent our time helping you get the ball rolling on your great new RPG idea. Whether that was by simply coming up with a world for the first time, figuring out where to start with your ideas or deciding on a scope for the adventure, you should be able to crack open this issue of Tabletop Gaming with confidence about where things are headed in your story. With those first two entries out of the way, it’s time to finally dive into some of the details about storytelling in tabletop roleplaying games.