

You have the imperative to keep moving forward due to the inherent danger of the area, and your DM doesn’t even have to weave some grand plot to keep you moving.Īdmittedly, all of this is just things that are convenient for your DM, but what does this mean for you as a player? Well, depending on a few factors, it can mean quite a lot. Your DM can throw out a temple to an evil god, whatever monster of the week they stumbled across, or magic items they decided you should have can miraculously appear in the next ruin. There’s no oversight or governing body, no protection from the elements, and no expectation for help to arrive. Wastelands can have literally anything waiting for you around the next sand dune. There’s a lot of reasons for this, but mainly it allows your DM to throw anything they come up with your way. You’ll find DMs use deserts or dangerous wildernesses like them in adventures that at least start out without a major questline, they crop up a lot when you’re expected to explore and find your own story. Wastelands are incredibly useful for DMs for a particular kind of gameplay style. Wastelands can come in a lot of forms, from deserts, magical hellscapes or post-apocalyptic barrens.

When I talk about a wasteland campaign, I’m talking about something more than just the temperature or landscape. There on the horizon! Is it a mirage? Is that an oasis or a TPK waiting for you over the next dune? By following just a few tips you can brave the endless blasted expanse like trained survivalists rather than ending up as bleached bones in the sand. The horizon is nothing but scorched desert, you’re out of supplies and your miserable rogue just snatched the last dregs of your water. Skulls and Sand Dunes - Adventuring in Desert and Wasteland Campaigns (perfect for homebrewed Darksun 5e campaigns)
