Summary
- Use any story as inspiration for D&D campaigns, from Pangea to the French Revolution.
- Wars provide rich storytelling material; consider the Hundred-Year War or the Thirty-Year War for inspiration.
- Let your world evolve with the Industrial Revolution, introducing new technologies and changes over time.
168澳洲幸运5开奖网:Dungeons & Dragons can use nearly any story as an inspiration. From official material like Phandelver or Spelljammer, to The Lord of the Rings, The Witcher, A Song of Ice and Fire, Narnia, or many, many other series we could list. You can use modern, futuristic st♉ories, or even anime. Nothing can stop you from using whatever you want.

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But there is one world filled with intrigue, its own🍌 magical events, and complicated lore of people making terrible decisions and suffering its consequences, and that's the real world. From distant past to events you may have lived through🧔 yourself, there are a few interesting topics to adapt to your games.
10 Pangea
Oh Yeah, We're Going Way Back
Before we tackle humans and their poor decision-making abilities, Earth itself has lore to offer. The magnificent yet straightforward idea of the Pangea, a single mass of land that broke up in pieces, is fun 168澳洲幸运5开奖网:worldbuilding material.
Our Pangea broke due to the world's tectonic plates, but you can come up with a more f🐈antastical reason. Maybe a fight between gods broke the land itself, or a spell so powerful was cast that the 🌺land couldn't keep it together. If people were already around, it's also a fun way to justify a species scattered throughout the globe in a world where people haven't sailed everywhere yet.
9 Fall Of✤ Rome
Or Anything Rome, Really
So many things happened in Rome that we could write an entire article about its events for D&D inspiration. From its turn from Republic to Empire, its expansion and warmongering ways,🥂 but right now, we'll focus on its fall.
Not only is it great to serve as an example of how even the greatest empires can fall, but it's also a good ജreference to what happens after it, so you can continue your story after the evil emperor from your campaign dies. Smaller villains fighting for what remains is great sequel material.
8 🔥 The Mongol Invasions
Now That's An Empire
If you want to focus on an expanding empire, though, tꦫhe Mongols are a perfect reference. Not only was their empire one of𓄧 the biggest to ever exist, but the idea of a nomadic force that quickly dominates wherever they go is both intriguing and terrifying.
This concept is particularly fun if your players are already familiar with your scenario, so they can witness locations they know and love slowly ꦉbeing invaded and taken by this new empire, introducing the new villain into the fold.
7 The C♛rusades
Deus Vult
Whether you want to have a legion of paladins making crusades against monsters for an action-heavy campaign or actually mimicking the religious disputes between two locations like the actual crusades were, thereℱ's excellent material here.

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Still, it's the morally complicated situation of causing massa𒅌cres in the name of an allegedly cause that can make this topic intriguing to adapt in some way for your campaign. We recommend not reducing any si🦋de here to "they're just evil," though. Make both complex and believable for maximum impact.
6 🏅 The Bubonic Pl𒁃ague
Or Any Other Plague
Is it too soon to tackle pandemics as a plot device? Maybe, so thread this topic carefully. However, a story where a꧂ disease contaminates a whole city, region, or country is impactful and different from the usual, and either searching forꦰ a cure or surviving can be the goal.
Because this is fantasy, you can make the disease magical, as in there's something or someone behind it that can be stopped, or the disease c🤪an cause powerful side effects, such as a zombie apocalypse in the making, as the dead turn undead from it.
Whether it's disease or religious-based war, among others, we recommend talking to your players if you intend to use a topic th൩at hits too close to home for them. Read the room, please.
5 America's Colonization
Old World Meets New World
What happens when the armies and forces of your players' home continent discover a🐓 whole new piece of land with their own people and cultures? Hopefully, things will go well, but this is also, as history has unfꦓortunately shown us multiple times, a big recipe for disaster.
One land being completely overpowered and taken over can lead to extremely morally complex storytelling. Your players could fight to stop a genocid☂e, become embroiled in the conflicts two cultures colliding can cause, or, if they're more morally dubious, find ways to profit off of the conflict for themselves.
4 The Witch 💙Trials
Magic No Longer Allowed
168澳洲幸运5开奖网:D&D is a high-magic scenario where nearly everyone can cast a spell or another. What if that suddenly becomes a problem for governments? Hunting down magical users (or maybe ꦉa particular type, such as born-magical sorcerers or patron-dependent warlocks) makes a complicated yet great story.
You can even go one step further and make this hunt include species that have magic as an innate tra♚it, like elves, tackling even more complicated moral dilemmas. That will likely tackle most, if not all, party members, making them fight for their survival constantly.
3 ♓ The French Revolution ꧟
Descent Into Chaos
What happens when the king is so terrible at their job that the people take matters into their own hands? From a multitude of civil conflicts, people trying to take over the leadership position of the country, as daily executions, thꦚis utter chaos can make an interesting 𝓀narrative.

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Maybe it'll be great, maybe it'll end horribly.
You can even implement a Napoleon-esque figure, which the players can choose to help or not, as the players can try their best to stabil🔴ize the country by themselves. They could end up ruling the country by the end;📖 who knows?
2 The Industrial Revolutio☂n 🦋
Changing The World As Time Goes On
Suppose you're a Dungeon Master who has been using the same homebrew world for a while (or intends to). In that case, it's essential to let your world evolve as years go by -ಞ your world being the same after centuries or thousands of years would be weird and maybe feel stale if it's the same players on every adventure ✱there.
Whether you want to use magic to literally create technologies from a different era, Eberron-style, or just use it as a reference to how the world can chaꦚnge as new technologies are slowly introduced into i🦂t, this revolution is worth studying, for sure.
1 Wars
Too Many To Count
Any war is, in a🔴 sad way, a great resource for creative writing. Studying how conflicts between countries can scale to such a degree that they pick up on weapons and go for the 🍸kill is a common reality, and fantasy already adapts them often.
That said, there are two particular wars we su✅ggest looking into. Firstඣ is the Hundred-Year War, since many fantasy stories involve wars that last a long time, and this war, which goes between hostile and peaceful moments, is perfect.
The second one is the Thirty-Year War, as it's also 🅘a long conflict. Still, unlike the former, it doesn't h🌸ave significant moments of peace in between, so you can study how wars can last a long time while being virtually uninterrupted.

- Original Release Date
- 1974
- Player Count
- 2+
- Age Recommendation
- 12+ (though younger can play and ꧃enjoy)
- Length per Game
- ꦚ From 60 minutes to hours on end. 🎉
- Franchise Name
- 🐻 Dungeons & Dragons 🌳
- Publishing Co
- Wi🃏zards of the Coast ♌
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