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From Creation to Playtesting: Port Kandrill Comes to Life

  • Writer: Neil Meyer
    Neil Meyer
  • Oct 8, 2024
  • 5 min read

In my last post, I talked about the early days of worldbuilding and how creating Port Kandrill became a labour of love—a world brought to life from the spark first ignited by that Dungeons & Dragons Red Box all those years ago. For decades, my joy lay in simply building these worlds for myself, but with the rise of online communities and tools like MidJourney, I began to see the potential in sharing them with others.


That's where playtesting came in. If Port Kandrill was to be a world that other Dungeon Masters (DMs) and players could enjoy, I needed to see how it worked in a real-world scenario. So I reached out to my friend Andy, a seasoned DM who runs multiple groups every month. He graciously agreed to take the city for a spin, running five sessions with both a low-level party and a mid-level group to really push the boundaries of what the city could offer.


The results were eye-opening, to say the least. Andy's feedback, combined with the reactions of his players, gave me fresh insights into how Port Kandrill could work for a variety of groups—and where it might need a little tweaking. Based on the feedback, I'm now planning to publish a free introductory module to help new players ease into the city’s complex streets and politics. But more on that later. First, let’s dive into what happened when Port Kandrill hit the table.


Playtesting Port Kandrill: A DM's Perspective


When Andy first sat down with his low-level group, the players were naturally drawn to the surface-level elements of the city—the marketplaces, the local vendors, and the more accessible quests. They found themselves navigating the districts of Feddler’s Row and Harlock District, mingling with NPCs like Esmé “Mother Apple” Kadara. Esmé became an instant favourite, a warm figure who felt like an anchor point for the group as they dipped their toes into the world of Port Kandrill. One of their early quests, The Stolen Heirloom, was the perfect entry point for them—an investigation that started small but hinted at the larger intrigues hiding beneath the city's surface.


A photograph of friends playing dungeons and dragons in a bar.
Group playing D&D

The low-level party stayed largely focused on smaller quests, which was fine by design, but Andy noticed something interesting. The group started piecing together how much larger the city’s story could be, especially when they accidentally stumbled upon a smuggling operation tied to one of the local guilds. By the fifth session, they were eager to dig deeper into the guild politics and power struggles that shaped the city. Andy remarked that the beauty of Port Kandrill is its “onion-like” nature—every quest peeled back another layer of intrigue, allowing for organic discovery.


For the mid-level group, the experience was entirely different. They jumped straight into the city’s political heart, taking an interest in the noble houses and manipulating factions almost immediately. Their sessions took a turn toward The Mysterious Musician quest, but quickly escalated as they became entangled in power struggles between Houses Voss and Callidane. Andy told me the group staged a covert raid on a rival noble’s estate, thinking they could gather dirt for blackmail. It backfired spectacularly, which the players loved—they weren’t just playing the game, they were navigating a living world where their choices had real consequences. It was exactly what I hoped Port Kandrill would provide: an evolving narrative, shaped by the players themselves.


Lessons Learned: Building on Feedback


The feedback from Andy and his players was invaluable. One of the key things I took away was how much newer players—like those in the low-level group—could sometimes feel overwhelmed by the sheer depth of the city. While this was part of the charm for more experienced players, I realised that Port Kandrill might need a gentler entry point for those just getting their bearings in an urban campaign setting.


That’s why I’ve decided to create a free introductory module based on Andy’s feedback. This module will be a streamlined entry into Port Kandrill, perfect for DMs and players who are new to city-based adventures or for those who just want a smoother introduction before diving into the political complexities. The idea is to create a quest, a session zero, along with some easy-to-follow starting hooks, that will guide players through the first few sessions. I’m still working out how best to approach it, but I’m excited to release something that can give new players a taste of Port Kandrill without overwhelming them.


For the mid-level and more experienced players, the feedback was equally useful. Andy mentioned that the city’s political intrigue naturally lent itself to improvisation and high-stakes drama, but keeping track of all the moving parts could sometimes be a challenge. That’s something I’ll be addressing in future updates—perhaps a quick reference guide for the noble houses and their agendas, so DMs can easily pick up where the players leave off. These kinds of tweaks will make the city easier to run while maintaining the complexity that makes Port Kandrill such a vibrant setting.


Moving Forward: What’s Next for Port Kandrill?


This process has been incredibly rewarding, not just in terms of seeing Port Kandrill come to life through playtesting, but in learning how to make it better. I’ve always been passionate about worldbuilding, but there’s something special about watching others interact with a world you’ve created. Andy’s players—both the new adventurers and the experienced tacticians—brought the city to life in ways I hadn’t even anticipated. That’s the beauty of tabletop RPGs, isn’t it? No matter how much you plan, the players always find a way to surprise you.


With the upcoming introductory module, I’m excited to help even more DMs and players explore Port Kandrill. Whether you’re looking for a gritty, intrigue-filled urban campaign or just a backdrop for your adventurers to explore, I hope this city can offer something for everyone. And as I continue refining the setting, I’m looking forward to seeing how DMs and players alike will take Port Kandrill in directions I never imagined.


As I mentioned earlier, I’m still figuring out how to approach releasing the free intro module. It’s a balancing act between giving new players enough guidance and keeping the city’s mysteries intact for deeper exploration. But rest assured, it’s coming. And I think it will help new players and seasoned DMs alike ease into the complex world of Port Kandrill with confidence.


So, if you’ve ever been intrigued by the idea of a city where every street corner holds a secret, where factions vie for control, and where your players’ choices truly shape the world, then Port Kandrill might just be the perfect fit for your campaign. I can’t wait to see what stories you’ll tell within its walls.

 
 
 

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