A Solid Foundation
There’s so much there: dwarves live in clans, humans are ingenious and widespread, high elves are aloof and wood elves are xenophobic, halflings live in human lands and pursue simple desires...use it, don’t trash it! Unless you’re going for a one-of-a-kind setting like Dark Sun or Eberron that lays out all of the similarities and differences to a “regular” D&D world, use the Player’s Handbook and all the other 5E books as a solid foundation. Build with, not without, these great resources.
Of course, your world’s history will be different — that makes it your world. It might have different gods and places, villains and monsters, but it should stem from the great 5E books. In addition, all the races outlined in the Player’s Handbook can have their unique quirks in your setting, something I call flairs and twists.
Flairs and Twists
- Halflings originally lived in the jungle and migrated to a vast plain with their dinosaur mounts. They’re now nomadic herders. They’re like the halflings of the Talenta Plains of Eberron. Lightfoot halflings are those who left this life and traveled to human lands, while stout are the subrace who stayed true and continued to roam the peaceful steppe.
- While rare, tieflings and aasimar can be of any race, not just humans.
- Dragonborn can be bred from the spilled blood of an ancient dragon.
- Most mountain dwarves are hated as much as gray dwarves (duergar) for allying with the draconic Kothian Empire and betraying the other common races. When their dragon allies turned on them, they had nowhere to turn and almost died out.
- Wood elves don’t usually worship deities, but spirits of the wild instead.
- High elves dabble in psionics.
- Hill dwarves serve as protectors of the ruins of the last, great dwarf civilization.
- Barbarians are far more common across Eldar because the world is wild.
- Tabaxi, lizardfolk, aarakocra, and urson (bearfolk) descended from lycanthropes.
- Gnomes were responsible for most of the major breakthroughs in arcane magic, including the mastery of airships, the creation of the warforged, and the construction of multiple lightning rails. Can you tell I enjoyed Keith Baker’s Eberron setting?
Not a Problem
All this being said, this is, of course, my opinion. My advice doesn't need to be followed and it won't be by many. But this epiphany has helped me tremendously. I'm building a world for me and my players to create stories and go on adventures in; as are you. You can make it be anything you want, but not utilizing the built-out, amazing content in the 5E books is silly to me. From the earliest pages of the Player's Handbook to the chilling locales within Curse of Strahd, there are tons of things to steal or build on.
Read and Reference
Some of you might be asking: where do I find the time to do this? It’s true, life is busy nowadays, but there’s always a time to read. I think I’ve found a great tactic, too! Instead of scrolling through social media (Twitter, Facebook, Reddit, Instagram) for a few minutes throughout the day everyday, pick up a D&D book! You can use the physical book or download a copy onto your phone or computer. There are no excuses! There’s time to read these fantastic references and guides, you just have to make it.
In Summary
- Use the 5E books as a helpful guide for you and your players. Try not to make your world too different, but do so if you really want to! Just look at the success of Dark Sun, Planescape, and Spelljammer!
- Add some unexpected twists and turns to your races, classes, and monsters.
- Constantly reread and reference your books! They’ll give you tons of inspiration and content.
Until then, farewell!
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Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
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i love these tips about reading the core rulebooks, since i have a friend that has been playing dnd for 3-4 years without picking up any of the books. he was always against them, and know after getting the dm's guide in a present, he has been brimming with ideas and plans
ReplyDeletenow i can give him the players handbook without feeling pushy against not using the books.
I'm glad! Everyone should, at the least, read the Player's Handbook cover to cover. It's great that your friend finally saw the light with your guidance.
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