Building a village for your Dungeons and Dragons campaign is relatively simple. The key components of a village (despite what the Dungeon Master’s Guide may have told you) are:
· A purpose
· A place
· A face
Lets start with the purpose. Why is the village there? Why do the players care? Is it just a rest stop on the way to the next adventure? Does it hold a vital clue to solving some mystery? Understanding the purpose will tell you not only what elements to include in your village, but also give you some ideas about how to describe it and how much effort you need to put into it. A watering hole on the way to the big city (because the players just need a place to rest for the night) will require significantly less effort than a collection of undead farmers attempting to hide their nefarious secret from the world.
Once you understand the purpose of the village you need to give the players a place to be and someone to interact with. These are the place and the face respectively.
The place is simply the stage where most of the action is expected to happen. This can be a tavern, a farmhouse, a store, or the village square (or any of dozens of other locations). The whole idea here is that you put some amount of though into at least one location and give the players clues that this is where they need to be and who they need to talk to. If you are building the village on the fly then understanding the place is vital – not only to keeping your sanity but to directing your players so they don’t get bored or confused.
Finally, the face is the one character that you want them to remember or care about. This could be the innkeeper or the shadowy figure in the corner. It is the person that you as a DM will draw attention to and focus the players attention on.
Now, if you are using stock NPC’s to go with your campaign, here is a handy trick that I use. It is a version of the magician’s force, but it works well. A force (in case you are wondering) is simply the art of offering a choice without really offering a choice. The idea is simple. Have one set of stats – anything that fits the power level of your part. Then offer two or three physical descriptions to the players of people they encounter in the village. Now, whoever they choose to talk to or interact with gets those stats.
90% of the time (or more) they will ignore the other characters that you created anyway and there will be no need for them to have stats – not even a name. It gets confusing to keep track of too many characters, and most players just want to find the important ones. Make it easy on them (and yourself) by simply having the one they talk to be the important one. They will never know the difference and you will save yourself a few headaches.
If you are afraid of metagaming, then mix it up a little. Make them get past a few red herrings first.
Either way, be sure to have fun with it!
Welcome back to Dungeons and Dragons Corner.
You can find Character Sheets Here.
Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!Did you like this post? Want More? Then subscribe to my RSS feed!















