The DM’s Call: My Creative Process
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I spent a few hours today cleaning up my gaming area. In addition to some dusting and book restacking I sorted through three file boxes of old campaign materials dating back from the mid 90’s. Among the treasures I found were notes, plot outlines, NPC write-ups, and dozens of maps. Most of what I found ended up in the trash, however the maps I kept and organized in their own file box.
I kept my maps for two reasons. First of all, you never know when you need a quick inn, a keep, forgotten tower, old ruin, or even an entire city on the fly. I personally don’t like it when a DM constantly describes every location the same way, so I try and keep a little variety in my campaign by having a unique map for every location. Secondly, I just love maps. From my childhood spent doodling them, through majoring in geography in college, I have always loved maps and cartography. For me, my maps are not just useful tools; they are works of art that express, and stimulate my creativity.
As I sorted and filed the maps I was thinking about the various adventures and campaigns they were connected with. Some were great stories I’d love to run again, others were campaigns that died off before their time. A few of the maps were never even used while a couple looked as though they had been run through the washing machine. But I digress; this article isn’t about maps or mapping. Looking at the huge collection of maps I had drawn I realized the pivotal role they had played in my creative process.
When I design an encounter, an adventure, or even an entire campaign, I almost always start with a map. As I draw I begin thinking about the location’s purpose and its history. The more I draw, the more I understand and connect with the location. As I understand more about the location I begin thinking about the creatures and people connected with it. I think about their purpose and their history. By the time the map is complete a story has emerged in my mind. Armed with a good story I’m ready to introduce the final element necessary for a great game; the player characters.
All of us have something that initiates our creative process. Maybe it’s a great villain, or an interesting artifact. Some of you may be inspired by a story element, or even a character hook. Maybe it’s an amazing event or just a theme you want to explore. Whatever the catalyst is for you it’s important to understand it and cultivate it. The creative process is the vehicle that allows you as the DM to create and facilitate the fantastic stories that you and the players want to tell.
So, what’s your creative process like? How do you find inspiration and motivation to create the elements of your campaign? I’d love to hear about the process from others and share some creative ideas amongst the RoleplayingPro community.





October 8, 2009 at 7:09 am
My creative process takes a multitude of forms. I’ll often have an idea jiggling around in the back of my head that I’m not sure what to do with. I find that sleeping on it helps it to germinate into something I can work with.
One variable is the genre of game I’m playing. With a very tone specific game like Shadowrun I often think of scenery or surroundings I’d like to explore. Rainy and crowded streets. Glass shopping malls. Advertising blimps shouting slogans. Flashing lights and police sirens. I try to create a story or problem that the characters can solve or move through in this environment and all of this coalesces into an adventure.
With games that have broader appeal, like D&D, I work from two goal posts: the scene that brings the adventurers together and the final climactic scene of the campaign. From those two points I fill in the gaps by creating a very loose story which becomes more structured as we go. Some bits of it are created through talking with the players about their characters and coming up with unique twists that lead to side adventures that tie into the main narrative; others are just experiments where I try to twist the genre on its head (take traditionally evil monsters and make them noble, etc). Or, like with the Shadowrun adventure, I think of a very specific scene that gets stuck in my head: like a band of dirty, sweaty, weary warriors slugging through a filthy swamp, approaching a grove of dead trees with twisted paper dolls hanging from their branches, blackened from fire, etc. etc. And then build backward or forward from there.
Another option I explore is trying to do a type of adventure that I’ve never seen done before. Perhaps by presenting a problem that can’t be solved through violence or switching the emotional tone in mid-game from light and amusing to dark, sultry and sexy.
I’m very much a visual person. Seeing a photograph, a drawing or a painting starts the process of story-telling in me.
I think we all have times where we say, “Wouldn’t it be cool or interesting if…?” and that’s where the creative process begins.