
DM Archetype
The Worldsmith
Subclass
Lorekeeper
Your world is an inheritance players get to live inside.
Share your result
Authored + Scaffolded
You built the world before session one. The campaign has a timeline. Your NPCs have histories that predate the players' arrival. You have documents they'll never read. That's fine. Those documents make everything else feel real.
Your session notes have notes about the notes.
Lorekeeper
Your world is an inheritance. The history, the factions, the ancient wounds: you built them so players could live inside them, not so you could lecture about them. You want them to fall in love with what you made. The atmosphere is the gift: the candlelit city, the haunted keep, the NPC who's been waiting twenty years for someone to care about what they know.
The prep is emotional architecture. You built the world so players would feel something: connected, grounded, like what happens here matters because here is real. When they name a favorite tavern or mourn an NPC's death, the whole apparatus was worth it.
Strengths
- +Immersive campaigns where the world's depth is tangible and players feel the weight of a crafted history
- +NPCs have pasts; the world has texture; things feel earned rather than generated on demand
- +Players who want to live inside a world rather than just move through it find exactly what they need here
Blind Spots
- -The story can harden into a railroad without you noticing. When players go sideways, the instinct to "get them back on track" can cost more than it gives.
- -Emotional investment in the world's atmosphere can make it hard to destroy things that should be destroyed; preservation instinct works against consequence
The Tension
The story can calcify. The plan can become more interesting to you than what's happening at the table. Watch the room.
Now put your style to work.
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