Publisher: Dancing Lights Press
A minimalist 96-page guide with prompts to help you develop settings for any tabletop roleplaying system.
Worldbuilding can be a lot of fun. Whether you’re planning a campaign, designing your own tabletop roleplaying game, or just exercising your creativity with no set purpose in mind, developing a setting of your very own is deeply satisfying. You can spend hours, days, or years adding details and creating a world with no limits but your imagination.
If you want to add depth to your setting, this book shows you how.
Building Worlds 2 contains a series of prompts to help you increase the breadth and depth of your roleplaying setting. Develop every area of your setting, or just focus on the element you’ll need for player character backgrounds and the campaigns you plan to run. This book shows you how to draw worldbuilding ideas from the system of your choice, and how to use character options, implied setting features, and the events of adventures to expand the setting into the world of your dreams.
The main sections of the book include:
- Setting Matters: How you intend to use the world that you build has significance to the process. The system you’re working with and the scope of the campaign you intend to run will affect the level of detail you need.
- Fundamentals: This section covers a broad overview of worldbuilding processes. It discussed fundamental setting elements like genre, place and time, tone, and even the theme of the adventures you plan to run.
- Nature: The basic elements of the physical world, including the geography, climate, and life forms, as covered in this section. The choices you make here can affect everything in your setting going forward.
- History: Key events that have happened in your world’s past will help to shape what the setting is like in the player characters’ present day. It can also create context for those characters and their adventures.
- Culture: Ethnicity, species, and even national identities will develop within your world. There are religions, traditions, and politics to consider. You need to work out what makes one culture in your world distinct from another.
- Community: People band together in various ways for common and predictable reasons. The communities that exist within your world matter to the back stories of the player characters, and to the cultures and locations of your adventures.
- Infrastructure and Economy: Money makes the world go ‘round, no matter what genre, time, and place you’re using. This section helps you to flesh out the resources that exist in various parts of your setting, and the way people use, manage, and abuse them.
- Daily Life: As you develop your world, you’ll have to establish what an average day looks like for the regular people that live in it. This includes homes, jobs, food, fashion, and other facets of ordinary living.
- Individuals: No matter what you plan to use the setting you’re creating for, worldbuilding should have a significant effect on player characters. This section covers the influences on characters and how the setting can inform their backgrounds.
- Wonders: Whether your world has magic, superpowers, or advanced technology, you’ll need to know how those wonders work. This section covers the potential the impacts that unusual items and abilities can have on the rest of your world.