Reddit Reddit reviews The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic

We found 7 Reddit comments about The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic. Here are the top ones, ranked by their Reddit score.

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The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic
Harcourt
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7 Reddit comments about The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic:

u/GeekGirlRE_PNW 路 6 pointsr/DMAcademy

I agree with most of these points and have a few suggestions for a slightly different style.

Number 2. Alternatively, use an existing campaign setting or shamelessly rip off locations from the Dictionary of Imaginary Places. I've just started running a 5E version of the Planescape setting and it is a blast! And there is SO MUCH CONTENT ready for me to use and expand on. Before this, I had only ever ran games in home-brew settings. It's been nice to spend my time adding depth to content, rather that starting from the ground up. If you are like I was and thought you'd never enjoy using an existing setting, give it a try sometime.

Number 3. NPC lists are so helpful. I have just recently started using the NPC List, NPC Builder, and NPC Cards made by R-N-W.net as a convenient, aesthetically pleasing way to keep track of NPCs. Really I love all of their World-Building Kit items.

  • To add on to this one, I also recommend keeping a list of potential NPC names. No matter how well you prepare, your players will always find an NPC that you didn't plan on. Whenever my husband runs a game I always remind him to make a list, because unlike me, he is not a hyper-prepared DM. If he doesn't make a list, we'll end up with multiple Bobs, Jeffs, Freds, and so on.

    Number 4. Did you ever play 4th edition? Puzzles can be a great place to use skill challenges, which were one of the best ideas in 4E. Here's a link about using them in 5E.

    Number 5. I just say I need a moment to check my notes, and I either flip through my printed pages or scroll for a moment on my laptop.

    Number 6. I somewhat disagree with you on this one, more based on my personal style. One thing I've done to keep the story well-paced (and less random) is have the players choose, in general, where they are going to go next at the end of each session. This way I can prepare fully and keep the story beats (and therefore important encounters) on some rails while still allowing for a wide range of choice when it comes to the details of the plot.

    I add in quest hooks and clues for them to be interested in a few more specific areas/directions, so it organically feels more story driven than sandbox driven. It also helps create specific end points for each session. Instead of "Well, that's all I have prepared" it's "For next session, where would you like to go?". I add labels to any location they have learned about on the map so they can clearly see distance, general environment, and anything else that might impact their decision that their characters know.

    An over-world map really helps with this. It's especially fun when the PCs are in a completely new country/world/plane because they end up picking up on interesting locations the same way humans used to pre-information age: word of mouth, in-game maps, written notices, sign-posts, direct instructions, etc.

    This works best for DMs that like to be hyper-prepared and groups that get super into interwoven backstories. If you are more seat-of-your-pants improv style, then this probably isn't for you.

    A side effect of running games like this is that I do end up creating a fair amount of content that doesn't get used in a session. Usually means I can recycle it for another though.

    Number 7. Absolutely! The stories my players most often tell from my games are either tragedies or overcoming tragedies. Just gotta twist the knife a little bit, even better if it ties into the backstory.

    Bonus. Regarding using backstories. I like to go a step further and dedicate entire sessions (or most of a session) to further developing individual backstories. Works best when the campaign is more established and the characters really do care about each other. They're effectively Bioware companion quests.

    An Important Addition: FOOD! Always have a plan for food before the day of your session. My players rotate which items they bring. It helps keep the game going instead of having to stop and ask what everyone wants to eat (and saves money).
u/HalpyMcHalperton 路 4 pointsr/bulletjournal

There's a book my my shelf that my grandfather got me many years ago called The Dictionary of Imaginary Places. If you don't already have it, I think you'd love it. 馃槉馃槉


https://www.amazon.com/dp/0156008726/

u/[deleted] 路 1 pointr/Random_Acts_Of_Amazon

$17.91!

But someone already got $17.17, which is pretty damn close.

u/pornokitsch 路 1 pointr/Fantasy

Have you tried The Dictionary of Imaginary Places? That's fun.

Technically reference, I suppose, but amazing.

u/thegriffin88 路 1 pointr/writing

I mean, Element Encyclopedia has books on everything for that. Not my particular favorite brand (mostly because I am a huge mythology nerd and have better books on monsters) but their selection should work for you.

But my two personal recomendations for any fantasy are

[Giants, Monsters and Dragons] (https://www.amazon.com/Giants-Monsters-Dragons-Encyclopedia-Folklore/dp/0393322114)

and

The Dictionary of Imaginary Places