Summary: Since I’m
playing with people I don’t really know, and the desire to play Dungeons &
Dragons—and not some other game or some homebrew bastardization of D&D—is
what brought us together, and because I don’t want to say “no” to anyone’s
character idea because it doesn’t fit with my selfish vision of what the
campaign should be, I’m taking a more improvisational and collaborative
approach to worldbuilding in my current campaign.
I’ve created a number of “conceptual” campaign
settings over the years, most of which required mechanical alterations to the
game. Usually, these changes are restrictive: no gnomes, no single-class spellcasters
except for rangers or eldritch knights and the like, no plate armor. Others are
cosmetic (“imaginary” rather than “symbolic” to use the psychoanalytic jargon):
these elves are aliens, these orcs and dwarves are created by currents of chaos
energy and law energy pulsing through the depths of the planet, all spells must
be cast as rituals.
When such restrictive alterations amount to small ideas revealed through gameplay,
the players might just go, “oh, that’s cool,” because that’s all it is: a twist
on something we all already know about D&D, a sigh of new life breathed
into a well-worn concept. But when they are big
ideas that require major mechanical changes, or when they restrict the choices
a player can make about their character, the results are a little more mixed. You
start to realize why certain mechanics exist in the first place. It is rare
that a player who is not a good friend will say, “sure, I’ll read your 50 page
word document before the first session!” And when it’s already hard enough to
find players, I don’t want to tell that player who loves gnomes for some reason
that there are no gnomes in the world.
So with this most recent campaign I’ve taken a much
more improvisational and collaborative approach to worldbuilding. I’ve ditched
the preliminary worldbuilding along with the question, “what is this game about?” in favor of allowing a
constellation of small ideas to cohere through gameplay. I’m playing with the
races, classes, and rules presented in the core rulebooks (D&D as gaming lingua franca). My preference is for
human-centric (anthropocentric?) parties and worlds, but my players came to the
table with their own ideas: an elf ranger, two halfling bards, and a gnome
druid. They all have great backstories, too: an elf supremacist death cult, a
halfling sibling rivalry, a community of gnome druids chased from their forest.
Since I’m trying to be a good DM, my first thought was not, “ugh, this is messing
with my idea for this campaign.” It was, “in what sort of world could these
characters and backstories coexist?”
I can’t come to the table with such rigid ideas about
what my world is like that I reject
player input. I can’t expect the players to play the game the way I want to
play it while ignoring the way they want to play. I can’t force them to respect
the integrity of my precious creation while stifling their own creativity and
asking them to compromise their own creations. So those backstories and all of
the assumptions that go along with an elf, two halflings, and a druid becoming
friends gets woven into the fabric of the world.
This doesn’t require too much radical change if I
don’t bring my preconceived notions of what this campaign setting should be
like to the table in the first place. Worldbuilding is fun, creating campaign
settings is fun, but it’s fun mostly for the person doing the creating,
especially if that world does more than just tweak players’ understanding of
what a D&D world is supposed to look like. So for this new campaign I’m
running, I’m implementing only those “cosmetic” changes, bringing out what’s
weird or interesting in the default assumptions of the game as presented in the
three core rulebooks, and integrating the implications of character backstories
into the fabric of the game world.
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