How to Build an Engaging Fantasy World /u/DungeonsLAB DnD: Roll for Initiative!

How to Build an Engaging Fantasy World /u/DungeonsLAB DnD: Roll for Initiative!

After reading Kobold Guide to Worldbuilding, I felt inspired to share my thoughts on crafting compelling fantasy worlds. The book is a treasure trove of advice from experienced authors and game designers, and it got me thinking about the essential elements of worldbuilding. Whether you’re writing a novel, designing a campaign for Dungeons & Dragons, or just exploring your creativity, building a vibrant and immersive world is both challenging and incredibly rewarding.

In this post, I want to summarize the most useful ideas I’ve learned and add some of my own insights. These tips are practical, simple, and aimed at helping you create a world that players and readers will remember. Let’s dive in!

1. Start with the Big Picture

Every great fantasy world begins with a core idea or theme. Ask yourself: What makes this world unique? Is it a world consumed by eternal night (The Dark Sun setting), or one where gods walk among mortals (Percy Jackson series)? Once you define this central concept, it becomes the foundation for everything else—cultures, geography, and even conflicts.

2. Build Cultures, Not Just Locations

It’s tempting to start with maps and cities, but your world will feel hollow without believable cultures. Focus on their beliefs, traditions, and conflicts. For instance, how do your societies view magic? Is it revered, feared, or outlawed? Consider how historical events shape cultural identities. Think of Tolkien’s dwarves, whose love for mining and treasure stems from their history of underground empires.

3. Create Rules for Your World

Consistency is key. Define the rules that govern your world early. These include the laws of magic, physics, and even politics. For example, in Brandon Sanderson’s Mistborn series, the magic system is tied to metals, giving the world a unique identity while maintaining logical boundaries.

4. Remember the Small Details

Small details can make your world memorable. Unique festivals, idioms, or even food can add depth and help players or readers connect with the world on a personal level. For example, George R.R. Martin’s Game of Thrones doesn’t just describe kingdoms but brings them to life with cultural practices like the Night’s Watch vows or the importance of direwolves in Stark heritage.

However, be cautious—too many small details can overwhelm your audience and distract from the main narrative. If every minor character, street name, or village custom gets a detailed explanation, it can bog down the story and make the world feel cluttered. Instead, focus on adding details that serve the plot, enhance the atmosphere, or reveal something meaningful about the setting. Think of them as spices—enough to add flavor, but not so much that they overpower the dish.

5. Let Conflict Drive the World

A static world is boring. Introduce conflicts that shape its history and future. Wars, natural disasters, political coups—these events can create the backdrop for your story. For example, the destruction of the Elven homeland in Dragon Age creates an ongoing racial tension that permeates the entire series.

6. Design with Players in Mind

If you’re building a world for a tabletop game, think about how players will interact with it. Leave room for exploration, mystery, and player-driven decisions. Avoid locking the story too tightly into one path; instead, provide multiple hooks that players can follow organically.

submitted by /u/DungeonsLAB
[link] [comments]

​r/DnD After reading Kobold Guide to Worldbuilding, I felt inspired to share my thoughts on crafting compelling fantasy worlds. The book is a treasure trove of advice from experienced authors and game designers, and it got me thinking about the essential elements of worldbuilding. Whether you’re writing a novel, designing a campaign for Dungeons & Dragons, or just exploring your creativity, building a vibrant and immersive world is both challenging and incredibly rewarding. In this post, I want to summarize the most useful ideas I’ve learned and add some of my own insights. These tips are practical, simple, and aimed at helping you create a world that players and readers will remember. Let’s dive in! 1. Start with the Big Picture Every great fantasy world begins with a core idea or theme. Ask yourself: What makes this world unique? Is it a world consumed by eternal night (The Dark Sun setting), or one where gods walk among mortals (Percy Jackson series)? Once you define this central concept, it becomes the foundation for everything else—cultures, geography, and even conflicts. 2. Build Cultures, Not Just Locations It’s tempting to start with maps and cities, but your world will feel hollow without believable cultures. Focus on their beliefs, traditions, and conflicts. For instance, how do your societies view magic? Is it revered, feared, or outlawed? Consider how historical events shape cultural identities. Think of Tolkien’s dwarves, whose love for mining and treasure stems from their history of underground empires. 3. Create Rules for Your World Consistency is key. Define the rules that govern your world early. These include the laws of magic, physics, and even politics. For example, in Brandon Sanderson’s Mistborn series, the magic system is tied to metals, giving the world a unique identity while maintaining logical boundaries. 4. Remember the Small Details Small details can make your world memorable. Unique festivals, idioms, or even food can add depth and help players or readers connect with the world on a personal level. For example, George R.R. Martin’s Game of Thrones doesn’t just describe kingdoms but brings them to life with cultural practices like the Night’s Watch vows or the importance of direwolves in Stark heritage. However, be cautious—too many small details can overwhelm your audience and distract from the main narrative. If every minor character, street name, or village custom gets a detailed explanation, it can bog down the story and make the world feel cluttered. Instead, focus on adding details that serve the plot, enhance the atmosphere, or reveal something meaningful about the setting. Think of them as spices—enough to add flavor, but not so much that they overpower the dish. 5. Let Conflict Drive the World A static world is boring. Introduce conflicts that shape its history and future. Wars, natural disasters, political coups—these events can create the backdrop for your story. For example, the destruction of the Elven homeland in Dragon Age creates an ongoing racial tension that permeates the entire series. 6. Design with Players in Mind If you’re building a world for a tabletop game, think about how players will interact with it. Leave room for exploration, mystery, and player-driven decisions. Avoid locking the story too tightly into one path; instead, provide multiple hooks that players can follow organically. submitted by /u/DungeonsLAB [link] [comments] 

After reading Kobold Guide to Worldbuilding, I felt inspired to share my thoughts on crafting compelling fantasy worlds. The book is a treasure trove of advice from experienced authors and game designers, and it got me thinking about the essential elements of worldbuilding. Whether you’re writing a novel, designing a campaign for Dungeons & Dragons, or just exploring your creativity, building a vibrant and immersive world is both challenging and incredibly rewarding.

In this post, I want to summarize the most useful ideas I’ve learned and add some of my own insights. These tips are practical, simple, and aimed at helping you create a world that players and readers will remember. Let’s dive in!

1. Start with the Big Picture

Every great fantasy world begins with a core idea or theme. Ask yourself: What makes this world unique? Is it a world consumed by eternal night (The Dark Sun setting), or one where gods walk among mortals (Percy Jackson series)? Once you define this central concept, it becomes the foundation for everything else—cultures, geography, and even conflicts.

2. Build Cultures, Not Just Locations

It’s tempting to start with maps and cities, but your world will feel hollow without believable cultures. Focus on their beliefs, traditions, and conflicts. For instance, how do your societies view magic? Is it revered, feared, or outlawed? Consider how historical events shape cultural identities. Think of Tolkien’s dwarves, whose love for mining and treasure stems from their history of underground empires.

3. Create Rules for Your World

Consistency is key. Define the rules that govern your world early. These include the laws of magic, physics, and even politics. For example, in Brandon Sanderson’s Mistborn series, the magic system is tied to metals, giving the world a unique identity while maintaining logical boundaries.

4. Remember the Small Details

Small details can make your world memorable. Unique festivals, idioms, or even food can add depth and help players or readers connect with the world on a personal level. For example, George R.R. Martin’s Game of Thrones doesn’t just describe kingdoms but brings them to life with cultural practices like the Night’s Watch vows or the importance of direwolves in Stark heritage.

However, be cautious—too many small details can overwhelm your audience and distract from the main narrative. If every minor character, street name, or village custom gets a detailed explanation, it can bog down the story and make the world feel cluttered. Instead, focus on adding details that serve the plot, enhance the atmosphere, or reveal something meaningful about the setting. Think of them as spices—enough to add flavor, but not so much that they overpower the dish.

5. Let Conflict Drive the World

A static world is boring. Introduce conflicts that shape its history and future. Wars, natural disasters, political coups—these events can create the backdrop for your story. For example, the destruction of the Elven homeland in Dragon Age creates an ongoing racial tension that permeates the entire series.

6. Design with Players in Mind

If you’re building a world for a tabletop game, think about how players will interact with it. Leave room for exploration, mystery, and player-driven decisions. Avoid locking the story too tightly into one path; instead, provide multiple hooks that players can follow organically.

submitted by /u/DungeonsLAB
[link] [comments]  After reading Kobold Guide to Worldbuilding, I felt inspired to share my thoughts on crafting compelling fantasy worlds. The book is a treasure trove of advice from experienced authors and game designers, and it got me thinking about the essential elements of worldbuilding. Whether you’re writing a novel, designing a campaign for Dungeons & Dragons, or just exploring your creativity, building a vibrant and immersive world is both challenging and incredibly rewarding. In this post, I want to summarize the most useful ideas I’ve learned and add some of my own insights. These tips are practical, simple, and aimed at helping you create a world that players and readers will remember. Let’s dive in! 1. Start with the Big Picture Every great fantasy world begins with a core idea or theme. Ask yourself: What makes this world unique? Is it a world consumed by eternal night (The Dark Sun setting), or one where gods walk among mortals (Percy Jackson series)? Once you define this central concept, it becomes the foundation for everything else—cultures, geography, and even conflicts. 2. Build Cultures, Not Just Locations It’s tempting to start with maps and cities, but your world will feel hollow without believable cultures. Focus on their beliefs, traditions, and conflicts. For instance, how do your societies view magic? Is it revered, feared, or outlawed? Consider how historical events shape cultural identities. Think of Tolkien’s dwarves, whose love for mining and treasure stems from their history of underground empires. 3. Create Rules for Your World Consistency is key. Define the rules that govern your world early. These include the laws of magic, physics, and even politics. For example, in Brandon Sanderson’s Mistborn series, the magic system is tied to metals, giving the world a unique identity while maintaining logical boundaries. 4. Remember the Small Details Small details can make your world memorable. Unique festivals, idioms, or even food can add depth and help players or readers connect with the world on a personal level. For example, George R.R. Martin’s Game of Thrones doesn’t just describe kingdoms but brings them to life with cultural practices like the Night’s Watch vows or the importance of direwolves in Stark heritage. However, be cautious—too many small details can overwhelm your audience and distract from the main narrative. If every minor character, street name, or village custom gets a detailed explanation, it can bog down the story and make the world feel cluttered. Instead, focus on adding details that serve the plot, enhance the atmosphere, or reveal something meaningful about the setting. Think of them as spices—enough to add flavor, but not so much that they overpower the dish. 5. Let Conflict Drive the World A static world is boring. Introduce conflicts that shape its history and future. Wars, natural disasters, political coups—these events can create the backdrop for your story. For example, the destruction of the Elven homeland in Dragon Age creates an ongoing racial tension that permeates the entire series. 6. Design with Players in Mind If you’re building a world for a tabletop game, think about how players will interact with it. Leave room for exploration, mystery, and player-driven decisions. Avoid locking the story too tightly into one path; instead, provide multiple hooks that players can follow organically. submitted by /u/DungeonsLAB [link] [comments]

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[OC] Mounted Beholder Head. When you take down a big bad like this you NEED a trophy. /u/RubDue1609 DnD: Roll for Initiative!

[OC] Mounted Beholder Head. When you take down a big bad like this you NEED a trophy. /u/RubDue1609 DnD: Roll for Initiative!

I saw someone on another Reddit post a dragon head trophy so that got me interested in designing my own.

Inspired by the Beholder, I decided to give it a go. Inspired Fusion 360 I made the shield. It’s much easier to make hard objects in fusion than a sculpting software, at least for me. In Nomad sculpt on my phone I was able to make the beholder head. To make it easily 3d printable I designed it so it didn’t need supports. I really like how the teeth came out and for some reason the tongue. I’ve never made a tongue before lol.

I’m mounting this to my wall with command strips. I just need a place to put it now.

The beholder is 9inx9in and the shield is 10inx10in. I have thoughts of going bigger and way smaller. My wife might not like a bigger version lol but the smaller version would fit nicely into a tavern.

Now I need to paint it. No idea where to start with that.

submitted by /u/RubDue1609
[link] [comments]

​r/DnD I saw someone on another Reddit post a dragon head trophy so that got me interested in designing my own. Inspired by the Beholder, I decided to give it a go. Inspired Fusion 360 I made the shield. It’s much easier to make hard objects in fusion than a sculpting software, at least for me. In Nomad sculpt on my phone I was able to make the beholder head. To make it easily 3d printable I designed it so it didn’t need supports. I really like how the teeth came out and for some reason the tongue. I’ve never made a tongue before lol. I’m mounting this to my wall with command strips. I just need a place to put it now. The beholder is 9inx9in and the shield is 10inx10in. I have thoughts of going bigger and way smaller. My wife might not like a bigger version lol but the smaller version would fit nicely into a tavern. Now I need to paint it. No idea where to start with that. submitted by /u/RubDue1609 [link] [comments] 

I saw someone on another Reddit post a dragon head trophy so that got me interested in designing my own.

Inspired by the Beholder, I decided to give it a go. Inspired Fusion 360 I made the shield. It’s much easier to make hard objects in fusion than a sculpting software, at least for me. In Nomad sculpt on my phone I was able to make the beholder head. To make it easily 3d printable I designed it so it didn’t need supports. I really like how the teeth came out and for some reason the tongue. I’ve never made a tongue before lol.

I’m mounting this to my wall with command strips. I just need a place to put it now.

The beholder is 9inx9in and the shield is 10inx10in. I have thoughts of going bigger and way smaller. My wife might not like a bigger version lol but the smaller version would fit nicely into a tavern.

Now I need to paint it. No idea where to start with that.

submitted by /u/RubDue1609
[link] [comments]  I saw someone on another Reddit post a dragon head trophy so that got me interested in designing my own. Inspired by the Beholder, I decided to give it a go. Inspired Fusion 360 I made the shield. It’s much easier to make hard objects in fusion than a sculpting software, at least for me. In Nomad sculpt on my phone I was able to make the beholder head. To make it easily 3d printable I designed it so it didn’t need supports. I really like how the teeth came out and for some reason the tongue. I’ve never made a tongue before lol. I’m mounting this to my wall with command strips. I just need a place to put it now. The beholder is 9inx9in and the shield is 10inx10in. I have thoughts of going bigger and way smaller. My wife might not like a bigger version lol but the smaller version would fit nicely into a tavern. Now I need to paint it. No idea where to start with that. submitted by /u/RubDue1609 [link] [comments]

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First Campaign Advice Please! How to deal with Murder Hobo /u/13deathss DnD: Roll for Initiative!

First Campaign Advice Please! How to deal with Murder Hobo /u/13deathss DnD: Roll for Initiative!

Hi all! Hope you’re having a great Holiday season.

Currently on my first ever campaign with a group of close friends. Things were flowing smoothly until one of our party members, a talking bear (Barbarian class), suddenly decides that he wants to kill everything in sight.

I’ve spoken with our DM about addressing the issue but I was wondering if maybe an in-game solution would be viable. Considering my character is a Bloodhunter, maybe he could (once he unlocks hemocraft) slay the bear and cast Curse of the Fallen Puppet on it?

My only qualms with this are the fact that it wouldn’t really be in character for my character to kill another being seemingly unprovoked. Unless the bear slays a person in direct line of sight of him then I suppose he could? Not sure, maybe it should be a DM decision?

Feel free to drop your suggestions, both in-game and outside of game, comedic or serious.

Tl;dr: Bear goes murder hobo mode, kinda unfun and want to stop it before the campaign screeches to a halt.

submitted by /u/13deathss
[link] [comments]

​r/DnD Hi all! Hope you’re having a great Holiday season. Currently on my first ever campaign with a group of close friends. Things were flowing smoothly until one of our party members, a talking bear (Barbarian class), suddenly decides that he wants to kill everything in sight. I’ve spoken with our DM about addressing the issue but I was wondering if maybe an in-game solution would be viable. Considering my character is a Bloodhunter, maybe he could (once he unlocks hemocraft) slay the bear and cast Curse of the Fallen Puppet on it? My only qualms with this are the fact that it wouldn’t really be in character for my character to kill another being seemingly unprovoked. Unless the bear slays a person in direct line of sight of him then I suppose he could? Not sure, maybe it should be a DM decision? Feel free to drop your suggestions, both in-game and outside of game, comedic or serious. Tl;dr: Bear goes murder hobo mode, kinda unfun and want to stop it before the campaign screeches to a halt. submitted by /u/13deathss [link] [comments] 

Hi all! Hope you’re having a great Holiday season.

Currently on my first ever campaign with a group of close friends. Things were flowing smoothly until one of our party members, a talking bear (Barbarian class), suddenly decides that he wants to kill everything in sight.

I’ve spoken with our DM about addressing the issue but I was wondering if maybe an in-game solution would be viable. Considering my character is a Bloodhunter, maybe he could (once he unlocks hemocraft) slay the bear and cast Curse of the Fallen Puppet on it?

My only qualms with this are the fact that it wouldn’t really be in character for my character to kill another being seemingly unprovoked. Unless the bear slays a person in direct line of sight of him then I suppose he could? Not sure, maybe it should be a DM decision?

Feel free to drop your suggestions, both in-game and outside of game, comedic or serious.

Tl;dr: Bear goes murder hobo mode, kinda unfun and want to stop it before the campaign screeches to a halt.

submitted by /u/13deathss
[link] [comments]  Hi all! Hope you’re having a great Holiday season. Currently on my first ever campaign with a group of close friends. Things were flowing smoothly until one of our party members, a talking bear (Barbarian class), suddenly decides that he wants to kill everything in sight. I’ve spoken with our DM about addressing the issue but I was wondering if maybe an in-game solution would be viable. Considering my character is a Bloodhunter, maybe he could (once he unlocks hemocraft) slay the bear and cast Curse of the Fallen Puppet on it? My only qualms with this are the fact that it wouldn’t really be in character for my character to kill another being seemingly unprovoked. Unless the bear slays a person in direct line of sight of him then I suppose he could? Not sure, maybe it should be a DM decision? Feel free to drop your suggestions, both in-game and outside of game, comedic or serious. Tl;dr: Bear goes murder hobo mode, kinda unfun and want to stop it before the campaign screeches to a halt. submitted by /u/13deathss [link] [comments]

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Arcane Library | [Animated Battlemap] [32×28] [100px per Square] [Gridless] [3D Rendered] [Art] [OC] [Mod Approved]| Beneos Battlemaps /u/MrBeneos DnD: Roll for Initiative!

Arcane Library | [Animated Battlemap] [32×28] [100px per Square] [Gridless] [3D Rendered] [Art] [OC] [Mod Approved]| Beneos Battlemaps /u/MrBeneos DnD: Roll for Initiative! submitted by /u/MrBeneos
[link] [comments]

​r/DnD submitted by /u/MrBeneos [link] [comments]  submitted by /u/MrBeneos
[link] [comments]  submitted by /u/MrBeneos [link] [comments]

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Disagreement with religious player /u/Foul_Grace DnD: Roll for Initiative!

Disagreement with religious player /u/Foul_Grace DnD: Roll for Initiative!

So I have never DM-ed before but I’ve prepared a one-shot adventure for a group of my friends. One of them is deeply religious and agreed to play, but requested that I don’t have multiple gods in my universe as he would feel like he’s commiting a sin by playing. That frustrated me and I responded sort of angrily saying that that’s stupid, that it’s just a game and that just because I’m playing a wizard doesn’t mean I believe they’re real or that I’m an actual wizard. (Maybe I wouldn’t have immediately gotten angry if it wasn’t for the fact that he has acted similarly in the past where he didn’t want to do or participate in things because of his faith. I’ve always respected his beliefs and I haven’t complained about anything to him until now)

Anyway, in a short exchange I told him that I wasn’t planning on having gods in my world as it’s based on a fantasy version of an actual historical period and location in the real world, and that everyone in universe just believes what they believe and that’s it. (It’s just a one-shot so it’s not even that important) But I added that i was upset because if I had wanted to have a pantheon of gods in the game, he wouldn’t want to play and I’d be forced to change my idea.

He said Thanks, that’s all I wanted. And that’s where the convo ended.

After that I was reading the new 2024 dungeon masters guide and in it they talk about how everyone at the table should be comfortable and having fun, and to allow that you should avoid topics which anyone at the table is sensitive to. They really stress this point and give lots of advice on how to accomodate any special need that a player might have, and that if someone wasn’t comfortable with a topic or a certain thing gave them anxiety or any bad effect, you should remove it from your game no questions asked. They call that a hard limit in the book.

When I read that I started thinking that maybe I acted selfishly and made a mistake by reacting how I did towards my friend. That I should have just respected his wish and accomodated for it and that’s that. I mean I did accomodate for it, but I was kind of a jerk about it.

What do you think about this situation and how both of us acted?

submitted by /u/Foul_Grace
[link] [comments]

​r/DnD So I have never DM-ed before but I’ve prepared a one-shot adventure for a group of my friends. One of them is deeply religious and agreed to play, but requested that I don’t have multiple gods in my universe as he would feel like he’s commiting a sin by playing. That frustrated me and I responded sort of angrily saying that that’s stupid, that it’s just a game and that just because I’m playing a wizard doesn’t mean I believe they’re real or that I’m an actual wizard. (Maybe I wouldn’t have immediately gotten angry if it wasn’t for the fact that he has acted similarly in the past where he didn’t want to do or participate in things because of his faith. I’ve always respected his beliefs and I haven’t complained about anything to him until now) Anyway, in a short exchange I told him that I wasn’t planning on having gods in my world as it’s based on a fantasy version of an actual historical period and location in the real world, and that everyone in universe just believes what they believe and that’s it. (It’s just a one-shot so it’s not even that important) But I added that i was upset because if I had wanted to have a pantheon of gods in the game, he wouldn’t want to play and I’d be forced to change my idea. He said Thanks, that’s all I wanted. And that’s where the convo ended. After that I was reading the new 2024 dungeon masters guide and in it they talk about how everyone at the table should be comfortable and having fun, and to allow that you should avoid topics which anyone at the table is sensitive to. They really stress this point and give lots of advice on how to accomodate any special need that a player might have, and that if someone wasn’t comfortable with a topic or a certain thing gave them anxiety or any bad effect, you should remove it from your game no questions asked. They call that a hard limit in the book. When I read that I started thinking that maybe I acted selfishly and made a mistake by reacting how I did towards my friend. That I should have just respected his wish and accomodated for it and that’s that. I mean I did accomodate for it, but I was kind of a jerk about it. What do you think about this situation and how both of us acted? submitted by /u/Foul_Grace [link] [comments] 

So I have never DM-ed before but I’ve prepared a one-shot adventure for a group of my friends. One of them is deeply religious and agreed to play, but requested that I don’t have multiple gods in my universe as he would feel like he’s commiting a sin by playing. That frustrated me and I responded sort of angrily saying that that’s stupid, that it’s just a game and that just because I’m playing a wizard doesn’t mean I believe they’re real or that I’m an actual wizard. (Maybe I wouldn’t have immediately gotten angry if it wasn’t for the fact that he has acted similarly in the past where he didn’t want to do or participate in things because of his faith. I’ve always respected his beliefs and I haven’t complained about anything to him until now)

Anyway, in a short exchange I told him that I wasn’t planning on having gods in my world as it’s based on a fantasy version of an actual historical period and location in the real world, and that everyone in universe just believes what they believe and that’s it. (It’s just a one-shot so it’s not even that important) But I added that i was upset because if I had wanted to have a pantheon of gods in the game, he wouldn’t want to play and I’d be forced to change my idea.

He said Thanks, that’s all I wanted. And that’s where the convo ended.

After that I was reading the new 2024 dungeon masters guide and in it they talk about how everyone at the table should be comfortable and having fun, and to allow that you should avoid topics which anyone at the table is sensitive to. They really stress this point and give lots of advice on how to accomodate any special need that a player might have, and that if someone wasn’t comfortable with a topic or a certain thing gave them anxiety or any bad effect, you should remove it from your game no questions asked. They call that a hard limit in the book.

When I read that I started thinking that maybe I acted selfishly and made a mistake by reacting how I did towards my friend. That I should have just respected his wish and accomodated for it and that’s that. I mean I did accomodate for it, but I was kind of a jerk about it.

What do you think about this situation and how both of us acted?

submitted by /u/Foul_Grace
[link] [comments]  So I have never DM-ed before but I’ve prepared a one-shot adventure for a group of my friends. One of them is deeply religious and agreed to play, but requested that I don’t have multiple gods in my universe as he would feel like he’s commiting a sin by playing. That frustrated me and I responded sort of angrily saying that that’s stupid, that it’s just a game and that just because I’m playing a wizard doesn’t mean I believe they’re real or that I’m an actual wizard. (Maybe I wouldn’t have immediately gotten angry if it wasn’t for the fact that he has acted similarly in the past where he didn’t want to do or participate in things because of his faith. I’ve always respected his beliefs and I haven’t complained about anything to him until now) Anyway, in a short exchange I told him that I wasn’t planning on having gods in my world as it’s based on a fantasy version of an actual historical period and location in the real world, and that everyone in universe just believes what they believe and that’s it. (It’s just a one-shot so it’s not even that important) But I added that i was upset because if I had wanted to have a pantheon of gods in the game, he wouldn’t want to play and I’d be forced to change my idea. He said Thanks, that’s all I wanted. And that’s where the convo ended. After that I was reading the new 2024 dungeon masters guide and in it they talk about how everyone at the table should be comfortable and having fun, and to allow that you should avoid topics which anyone at the table is sensitive to. They really stress this point and give lots of advice on how to accomodate any special need that a player might have, and that if someone wasn’t comfortable with a topic or a certain thing gave them anxiety or any bad effect, you should remove it from your game no questions asked. They call that a hard limit in the book. When I read that I started thinking that maybe I acted selfishly and made a mistake by reacting how I did towards my friend. That I should have just respected his wish and accomodated for it and that’s that. I mean I did accomodate for it, but I was kind of a jerk about it. What do you think about this situation and how both of us acted? submitted by /u/Foul_Grace [link] [comments]

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How should my player play her Circle of the Shepherd Druid? /u/junglmao DnD: Roll for Initiative!

How should my player play her Circle of the Shepherd Druid? /u/junglmao DnD: Roll for Initiative!

Asking for her because I cannot really give her an answer and she doesn’t have a reddit account. I am a forever DM who has never been a player before and I am honestly clueless about choosing correct spells. To be clear, she wants to be useful in a fight, not tryhardy min-maxed, but useful. So while she does have a few flavor spells, she is careful about being a helpful party member, in and out of combat.

Now to the problem. She is a 5th-level druid (Circle of the Shepherd). From both of our understandings, these druids are good summoners. You cast Conjure Animals or anything akin and let your creatures do the work. When choosing her spells for the latest boss battle, she didn’t notice that all of her conjuring and summoning spells require concentration. Her initial strategy was to just spam these spells and create an army, but that’s not possible. Now she doesn’t really know what to do in combat and what the general strategy in playing a Shepherd Druid is. As far as I know, the druid has really helpful utility and healing spells, but she already has a heap of them and she wants to deal more damage.

But would it really make sense? A lot of the good damage spells require concentration, too. If you have any advice for her (and by extension for me too) or any corrections of my assumptions, please tell me, because I am genuinely clueless •́⁠ ⁠ ⁠‿⁠ ⁠,⁠•̀

submitted by /u/junglmao
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​r/DnD Asking for her because I cannot really give her an answer and she doesn’t have a reddit account. I am a forever DM who has never been a player before and I am honestly clueless about choosing correct spells. To be clear, she wants to be useful in a fight, not tryhardy min-maxed, but useful. So while she does have a few flavor spells, she is careful about being a helpful party member, in and out of combat. Now to the problem. She is a 5th-level druid (Circle of the Shepherd). From both of our understandings, these druids are good summoners. You cast Conjure Animals or anything akin and let your creatures do the work. When choosing her spells for the latest boss battle, she didn’t notice that all of her conjuring and summoning spells require concentration. Her initial strategy was to just spam these spells and create an army, but that’s not possible. Now she doesn’t really know what to do in combat and what the general strategy in playing a Shepherd Druid is. As far as I know, the druid has really helpful utility and healing spells, but she already has a heap of them and she wants to deal more damage. But would it really make sense? A lot of the good damage spells require concentration, too. If you have any advice for her (and by extension for me too) or any corrections of my assumptions, please tell me, because I am genuinely clueless •́⁠ ⁠ ⁠‿⁠ ⁠,⁠•̀ submitted by /u/junglmao [link] [comments] 

Asking for her because I cannot really give her an answer and she doesn’t have a reddit account. I am a forever DM who has never been a player before and I am honestly clueless about choosing correct spells. To be clear, she wants to be useful in a fight, not tryhardy min-maxed, but useful. So while she does have a few flavor spells, she is careful about being a helpful party member, in and out of combat.

Now to the problem. She is a 5th-level druid (Circle of the Shepherd). From both of our understandings, these druids are good summoners. You cast Conjure Animals or anything akin and let your creatures do the work. When choosing her spells for the latest boss battle, she didn’t notice that all of her conjuring and summoning spells require concentration. Her initial strategy was to just spam these spells and create an army, but that’s not possible. Now she doesn’t really know what to do in combat and what the general strategy in playing a Shepherd Druid is. As far as I know, the druid has really helpful utility and healing spells, but she already has a heap of them and she wants to deal more damage.

But would it really make sense? A lot of the good damage spells require concentration, too. If you have any advice for her (and by extension for me too) or any corrections of my assumptions, please tell me, because I am genuinely clueless •́⁠ ⁠ ⁠‿⁠ ⁠,⁠•̀

submitted by /u/junglmao
[link] [comments]  Asking for her because I cannot really give her an answer and she doesn’t have a reddit account. I am a forever DM who has never been a player before and I am honestly clueless about choosing correct spells. To be clear, she wants to be useful in a fight, not tryhardy min-maxed, but useful. So while she does have a few flavor spells, she is careful about being a helpful party member, in and out of combat. Now to the problem. She is a 5th-level druid (Circle of the Shepherd). From both of our understandings, these druids are good summoners. You cast Conjure Animals or anything akin and let your creatures do the work. When choosing her spells for the latest boss battle, she didn’t notice that all of her conjuring and summoning spells require concentration. Her initial strategy was to just spam these spells and create an army, but that’s not possible. Now she doesn’t really know what to do in combat and what the general strategy in playing a Shepherd Druid is. As far as I know, the druid has really helpful utility and healing spells, but she already has a heap of them and she wants to deal more damage. But would it really make sense? A lot of the good damage spells require concentration, too. If you have any advice for her (and by extension for me too) or any corrections of my assumptions, please tell me, because I am genuinely clueless •́⁠ ⁠ ⁠‿⁠ ⁠,⁠•̀ submitted by /u/junglmao [link] [comments]

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