DragonLance Saga

DM101: World & Lore – Gaming


Listen Later

Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover World and Lore. Making the Setting Work at the Table.

https://youtube.com/live/Y8veKOutkaE
Show Notes:
Intro

Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 15th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss Making the Setting Work at the Table in this World & Lore episode.

Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links in the description below.

Discussion
Core Idea: Worldbuilding Exists to Serve Play

Worlds are not built to be admired — they are built to be used. Lore that does not influence player decisions, emotions, or consequences is decorative at best and distracting at worst.

A Dungeon Master’s goal is not to explain the world,  but to make the world felt through action.

Principle 1 — Lore Is a Tool, Not a Lecture
  • Players rarely engage with lore when it is delivered as exposition.
  • Information becomes meaningful only when it answers a question the players already care about.
  • Effective lore:
    • explains danger
    • justifies opportunity
    • reveals consequence
    • deepens choice
    • If lore does not change how players act, it has arrived too early or too late.

      Principle 2 — Show the World Through Lived Experience
      • The fastest way to communicate lore is through:
        • cultural habits
        • social rules
        • taboos
        • fear
        • pride
        • A single custom can communicate more than a page of history.
        • Players learn a setting by surviving in it, not by being told about it.

          Principle 3 — Locations Are Characters
          • Every meaningful location should have:
            1. desires
            2. fears
            3. internal tension
            4. Ask three questions about any place:
              1. What does this place want?
              2. What does it fear?
              3. Where can it be pressured or changed?
              4. A location that does not react to player actions is not alive yet.

                Principle 4 — Power Shapes the World
                • Lore emerges from who holds power and who wants it.
                • Cities, kingdoms, temples, guilds, and cabals exist because someone benefits from them.
                • Show power through:
                  • who enforces laws
                  • who is protected
                  • who is punished
                  • who is ignored
                  • Players understand the world when they see how authority is applied.

                    Principle 5 — Factions Drive Motion
                    • A world without active factions is static.
                    • Factions should:
                      • pursue goals off-screen
                      • react to player interference
                      • clash with each other
                      • Good factions are defined by beliefs and methods, not alignments.
                      • Conflict creates story even when the players are not present.

                        Principle 6 — Truth Is Fragmented and Biased
                        • No NPC should possess complete or objective truth.
                        • Lore is shaped by:
                          • perspective
                          • propaganda
                          • ignorance
                          • self-interest
                          • Contradictory accounts create mystery and engagement.
                          • History should feel debated, not settled.

                            Principle 7 — Environmental Storytelling Is King
                            • Ruins, scars, monuments, banners, songs, and relics all tell stories.
                            • Let players infer meaning rather than receive confirmation.
                            • Mystery invites exploration.
                            • If players ask follow-up questions, the lore is working.

                              Practical Tools for World & Lore at the Table
                              The One-Sentence Rule
                              • Any piece of lore should be deliverable in one sentence during play.
                              • Additional detail comes later — only if requested.
                              • The Relevance Test

                                Before sharing lore, ask: “Will this affect a player decision in the next 10 minutes?”

                                The Three-Faction Shortcut

                                For any region, create:

                                • one faction in power
                                • one faction that wants power
                                • one faction that benefits from chaos
                                • This guarantees tension.

                                  Summary Takeaway

                                  World & lore are not about depth — they are about pressure. A good setting pushes back when players act. A great setting remembers.

                                  When lore becomes experiential, locations become reactive, and factions pursue goals independently… your world stops being a backdrop and starts being a participant.

                                  That is when players stop asking, “Where are we?”…and start asking, “What happens if we do this?”

                                  Outro

                                  And that’s it for this episode of Dungeon Mastering 101, World and Lore! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at [email protected] or leave a comment below. 

                                  Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu!

                                  This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

                                  ...more
                                  View all episodesView all episodes
                                  Download on the App Store

                                  DragonLance SagaBy DragonLance Saga

                                  • 4.1
                                  • 4.1
                                  • 4.1
                                  • 4.1
                                  • 4.1

                                  4.1

                                  9 ratings