I love worldbuilding. I love immersing myself in a new universe with new rules, new peoples, new conflicts. I love the tension between outlandish possibility (magic, aliens, gods) and fundamental, ever-present emotion (compassion, pride, fear).
Dnd seems like the perfect workshop for good worldbuilding: A general ruleset, well-defined building blocks, and a wide open canvas. So why is it so hard?
There have been times where I’ve done the whole process. I’ve blocked off a full weekend and built the world, top to bottom. Gods, nations, biomes, politics, economies, factions… you name it, I wrote it. I got to the end of the two day sprint feeling somewhat satisfied, somewhat burnt out. “Surely,” I thought, “all this hard work will be worth it. My players will have the time of their lives exploring this fully fleshed out world!” Those of you who have DM’ed before probably know what happened next.
My players were generally happy with the town I set them in but couldn’t care less about the broader scope of the world. All of my toil ended up not in a good or bad outcome, but merely a “meh.” More immediately, they wanted plot hooks to follow… and I hadn’t really put enough time into those. This brings us to the first major takeaway about worldbuilding, one that new DMs need to know and veteran DMs probably learned the hard way:
World Building is Not Session Prep!
While world building is all well and good at tying sessions together and creating large, overarching plots, it doesn’t help you know the name of the blacksmith or whether the town has a well. Prep for an individual session all but requires a narrower focus on the here and now surrounding the players. Many things can be improvised, but at least a rough script of the events of the next few days as well as sketched details of the player’s immediate surroundings go a very, very long way to making the world feel more alive. This sort of “lazy rendering” is one of the hidden secrets behind good worldbuilding. You don’t have to know the ruler of every duchy or the outcome of every battle at sea. You only need to know the ones happening close to the players. So long as you can keep one step ahead of the players, the world unfolds around them. Though it may feel entirely different to the DM, to the players the end result is the same: Everywhere they look is a fully formed, fully real world. Thus, we come full circle. While worldbuilding isn’t session prep, the narrow expansion you do in a radius around the players to prep each session is, in fact, worldbuilding!
Well, ok, you may say. Sure, session prep adds slow and incremental worldbuilding. Sure, the players may come to know the world by their random adventuring through it. But what about the grand reveals? How do I set up the villain in the first session, hidden in plain sight? How do I place the world on the brink of war, kept at peace only by a single, elderly ruler? How do I create such background that the players freak out at the drop of a name, the sight of a new city? If everything is only realized when the players come near it, what prevents a growing sense of regularity, of referring to cities and NPCs as “town 2” and “merchant 3?” In extreme brevity: Why should the players care about… well, any of it?
All of these are hard questions I’ve grappled with for years as a DM. For a while I thought the fault lied in my worldbuilding. I wasn’t doing enough to entice my players. I wasn’t tying the world into their backstories well enough. My plots were too convoluted and too messy to be worth decoding. I was dangling my carrots too far out of reach, causing them to shrug and divert their attention. Each of these thoughts had a corresponding revision, each of which only showed marginal improvement in engagement, if any at all. In complete honesty, as of a few months ago, I had mostly given up. Players would treat the world as randomly generated anyway, so why bother with all the pre-work?
But then something big happened. In one of my playgroups, one member took a turn as DM in a new setting. Instead of the usual formula, he proposed creating the world together, using a game called The Quiet Year. Together with all of the players, he led us through a Session 0, designing the history and structure of the world. Only after we completed this session did we start on our characters, set in the world of our mutual creation.
The difference was night and day.
Everything I ever wanted from worldbuilding was realized. The players built characters with mutual shared history. They were excited when a named NPC was referenced. They approached organizations and factions with knowledge of who they were and what they stood for, without further lore dumps by the DM. It was (and is, as this campaign is ongoing) truly fantastic.
That’s not to say everything was perfect. The Quiet Year is, after all, its own game. Using it as a Dnd campaign prep module is bound to be a bit messy. A lot of time is spent on narrow focus events like individual conflicts and subregion detail which ends up getting lost in the annals of history. The narration structure makes the game fun to play but greatly extends the overall duration without yielding any useful worldbuilding tidbits for later use. But, overall, the experience was fantastic and one I won’t soon forget.
I came away from that worldbuilding session 0 not only excited for the campaign to follow but also with a fresh energy towards worldbuilding as a whole. The shared worldbuilding resulted in a huge increase in enthusiasm and engagement, even with the small rough patches imposed by using The Quiet Year for anything other than its intended purpose. I knew that with a few tweaks it could become something truly magical.
I decided to do just that in Once Upon a Time! (Yes, this post is another homebrewry plug.) The ruleset is a branch off of The Quiet Year in that, while the core mechanics remain, most of the top-level effects and names have been changed to better suit TTRPG worldbuilding. Mechanics that didn’t result in valuable worldbuilding were scrapped in exchange for explicit callouts of worldbuilding nuggets like named regions and nations. The card-drawing system is repurposed to force specific historical events like natural disasters and wars.
Once the pre-story is done, the actual campaign can begin. Players go home to build characters, now set in a fully fleshed-out world they are intimately familiar with. The DM gets to peruse the world they built together, searching for dangling threads and unresolved conflicts to turn into the main plot. There’s no post-facto story weaving necessary, since every character is always built with the same shared history. The villains never appear from nowhere, they were in plain sight all along. Players enter every new city with a pre-built wealth of knowledge and opinions in ways that DMs could only dream about. It’s everything I could ever want from worldbuilding and more, all wrapped up into a single interactive game.
Want to see how Once Upon a Time works in practice? I used Once Upon a Time to build the world of Lefarus, available for streaming here on my blog! Check out session 0 where we built the world using this system. If you’re starting up a new Dnd campaign, I’d highly recommend giving this ruleset a shot! Who knows what story will unfold in your “Once Upon a Time?”