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Rewrites: 3 Wise DMs 7 Tips to Craft Your Homebrew Ideas Into a Published D&D Adventure

Greetings gamers from all systems, places, and timelines!

When preparing to run a new campaign, one of the questions you should be asking is how this game will be different from the last? A shift of scenery is nice but it should mean more than just the places and names changing, where instead of being in a forest now it’s a jungle. Ironically, this is harder than it sounds. 

This is why we put together a list of seven tips to make your new setting feel both unique and stand out. Hopefully, this will add to the immersion of your game and make it something not only your players are eager to be a part of but you are equally excited to run as well. 

The campaign guide for my new game is the Journey to Ragnarok by Mana Project Studio, which if you are not already familiar with is an extremely well researched and designed Norse setting for 5e. Please keep in mind if you are using existing work, it doesn’t mean you are limited to what’s provided. Just as a sandwich may be delicious, you may still want to add your favorite condiments. This is why before the first game, I took time to fill in some areas where there were opportunities. Not because the source material wasn’t solid, but because if they tried to cover every imaginable angle, the core book would have been 1000+ pages long. 

1. Establish the size and scope of the new world

Whether or not your characters are in a new world, kingdom, city or town, they should have access to a map (no matter its quality) so they can see “you are here.” This is not a call for all ambitious DMs to start labeling every point of interest from where the game begins to the polar caps. But both you and your players should have a sense of what’s around them in terms of neighboring towns and key landmarks. For example, if there is an ancient tree in the center of a nearby forest which is 450 feet tall and has existed since the 1st age, maybe that makes the map. 

2. Research – Do the leg work

Because my campaign has a Viking theme, some research was in order. Because little details can quickly add up and become important. Questions like what the people eat and drink in this setting of yours? Or which elements of their culture sets them apart from others in the realms? What weapons they use, and which materials they are made from? Collectively, these details will add a nice degree of polish, making your game well fleshed out and feel more realistic.

3. New feats and abilities

To add some more flavor to an already rich environment each player was allowed to choose an additional feat or heritage benefit from a list I created. For inspiration, I drew on both the Viking and Celtic handbooks from 2nd edition. This set the tone right out of the gate that the characters are an environment which would both feel and play differently than others. 

Now was all of this homebrewed material perfectly balanced? Probably not, but if you were under the impression that I’m a professional DM who doesn’t have a day job then apologies are in order. However, the intention was to provide interesting abilities which weren’t game breaking, for tier one characters without them coming with debilitating side effects which make them not worth it. For example, giving a player giant heritage and a  +1 to strength but then disadvantage on dexterity saves would get pretty old ten sessions later. Because there is nothing quite like selling your in game soul for abilities you could have acquired from an uncommon magic item.

4. Backgrounds made for the world

What your characters were doing before they turned pro should matter. As it will act as a potential starting point with respect as to how they will be roleplayed. To lean into the environment, the Journey to Ragnarok creators made custom backgrounds fitting the Nordic setting, which everyone was encouraged, but not required, to use. 

If you want to create backgrounds to fit your setting, then first decide who this person is in terms of what they do. For example, are they someone who has a common profession in this type of landscape, such as a miner or crafter? Or are they someone who is an operative who works for the nobility in a far away land with a sworn purpose? 

Afterwards, analyze this new background in mechanical terms – such as how much starting money they should have or any additional equipment. Then determine if this background comes with a bonus language, instrument/tool knowledge and what skills would be appropriate. 

5. Use Factions

Another aspect to the Journey to Ragnarok which was a nice touch was the introduction of unique regional clans. Whether the characters realize it or not, the kingdom they are in has its movers and shakers. But what was especially valuable about this was that each of the players started out as a member of one of these groups, which serves to add more layers to a new fledgling character.

Having factions also defines the relationships and power struggles which occur in your setting. If you plan on creating your own factions keep the cast smaller and motives more direct. At least in the beginning, as you can always expand the cast later. Then when you get more of a feel for these organizations as the story progresses, those details can be developed as needed. So do yourself a favor and make sure this group is something which will get an appropriate amount of air time before writing a small novel about them. 

 6. Make Weapons and Gear Unique to the Setting

In this new campaign what weapons and armor are available? In a Norse setting equipment like halberds and platemail are difficult to acquire because they aren’t native to the lands. However, if you are going to take weapons or items off of the available list, it’s recommended that new ones be added which better fit the game. 

For example, the Vikings widely used Ulfberht swords in addition to the traditional longswords. 

At least from what I could determine from some online searches without booking a flight to Norway to conduct some first hand research, but I digress. Now you could just say that it had identical stats to the longsword but where is the fun in that?  Fortunately the D&D wiki had already created a homebrew version of that and others which fit just what I was looking for.

7. Props can be Useful

When we started the podcast it was no secret that I was not a fan of battle maps. As when using them they seemed like a sinkhole which was stealing from the time intended for refining the story and encounters.  However, Scott Washburn of Paper Terrain has got me to do a full 180 on this. As this doesn’t need to be the case if you were to either acquire or create a few generic boards you can then just swap out props like trees and rocks as needed. 

Now unless you’re made of money any props you make or purchase should be reusable for a number of scenes and sessions. Or if your meeting in person your budget is tight then sheets of graph paper, drawn on by markers with some trees from a train set or some rocks from outside can get the job done. Because it’s extremely nice never to be stuck in a debate on who was really 30 feet away, hiding behind a tree and who was caught at ground zero of that dragon’s breath weapon. 

Final Thoughts

The creators of the Journey to Ragnarok did an excellent job, but I chose to keep adding to the material because to me it’s enjoyable. Now maybe this is because I’m mildly insane or perhaps it’s because my best work occurs when I’m extremely prepared. However, this style isn’t for everyone. Nor does everyone enjoy research or crafting for that matter. So see which of these methods might work for you and your group and have fun doing it! 

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