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GM guidance – World Building

A group of people with yellow flags stand on a lush cliff, overlooking a vast, mystical landscape with towering cliffs. Text overlay reads "World Building."

Whether you are using an established setting or homebrew, helping your players feel they are playing characters in a living, breathing world is vital. Need some guidance on how to do this? Well, look no further as I take you on a tour of some key tips.

How does the real world work?

Take a look at our real world. What are some key features that need to be reflected in your game? Even in games heavily focused on storytelling, rather than those heavy on a mechanical framework, need a real backdrop. Similarly, playing a game in a real-world setting, requires attention to the detail.

Why? Well, because most players will want to interact with the world either through necessity (because the plot requires them to) or choice (because the players enjoy the interaction and sense of agency). The more you reflect on the detail, the more satisfying the play experience. Even in an established setting - including a real-world setting – there is world building, so let’s look at some important facets of this.

Government and Politics

What nations are there? What government types? Is it ancient Rome in the period of the republic when Caesar was rising in prominence? Medieval England with its feudal system post Norman conquest? Or in a fantasy setting is it a classic reflection of north-west European nations with monarchies or maybe a magocracy, or a society that actively shuns magic users?

What governments exist helps define the laws in society, the customs, the communities. Player characters (PCs) will need to understand what can they achieve or get away with! Are they likely to receive help from government institutions or work for them? Is it a law-less state where you have to fend for yourself or maybe a dystopian future where success is for the bold and stylish like Cyberpunk?

You won’t need to actively map out every government and institution, but this step could be as little as creating guilds or schools that can help train or give a home to characters, so knowing the home kingdom has an active adventurers guild, could provide a foundation for plots and quests.

Religion

Just as in the real-world religion is a strong topic that, whether you hold to a belief system or not, influences millions. In a fantasy setting gods can walk among you and actively influence life. In other settings, A God or gods are real but distant and the magic associated with them subtle and usually feared or maybe the game world simply dispenses with deities and science is the religion and technology the magic.

Whatever game you play, give thought to what religions, beliefs, cults, sects etc exist. What are the places of worship? Where are the churches and temples, who are the leaders? Players may want to engage with them or avoid them, but either way they offer a power in the game world and therefore a source of storyline or plot aid.

Tech level

Do cars exist? What about steam power? Think about the level of technological advancement in the world or even societies as some may be more advanced than others, creating opportunities for conflict, exploitation, trade and travel. You may even play in a world that combines magic and technology.

Regardless of the setting, the players will need to know what is possible. Is travel to the nearest major city going to take days via horse or can they conjure up a speedier alternative? Knowing what is possible will also help you as a GM plot and design an adventure and create the framework for play.

Currency and economics

Some systems avoid details on economics and shopping and utilise a system of influence to acquire or requisition gear, but in most games, players will want go shopping. This can be a lot of fun as a GM creating magic shops or bazaars and the need for money can lead to numerous side quests to generate income.

Often players will want access to new fancy equipment, so knowing what system of currency is in use, a basic appreciation of the economics in play, whether bartering is a thing as an example and overall, the relative value of items are important considerations. The players may want to settle in a new area, so how much does a new home cost? How about the cost of building a new castle?

Some systems don’t handle this topic well, and in fairness this can be loose and easy with the GM being fairly generous in games that are more about player generated content. But some games are enhanced by this level of detail and ultimately, some players enjoy this. Thankfully, even though some RPG system don’t cater for this well, there is plenty of homebrew material online if you know where to look to help you bring to life this topic.

Culture

Another consideration for world-building is designing different cultures. Just like in the real world, you can create a rich tapestry of different cultures, societies, religions each with their distinct languages, customs, costume, cuisine, sports, performance arts etc. It is something that doesn’t always need a lot of detail but equally, many players will enjoy the immersion when you’ve taken the trouble to build it into the game. Players after all, enjoy playing their character wherever it might take them. It is not always mechanically or materially beneficial to them, but they enjoy the play, the acting out nonetheless.

Plot lines and adventure hooks

When you craft a world or game setting, pay special attention to this topic. The essence of most games is the simple premise that characters are created by players to enjoy their development, growth and improvement through achieving goals and enjoying the exercise of their talents through roleplaying social encounters, investigating, testing yourself in combat and achieving success through whatever metric you value.

The classic investigation style is common because it works. Usually there is a patron involved and a reason to bring the characters together. Sometimes this is a little contrived and they ought to be an understanding for social reasons that the characters will have reason to work together at least for a common cause.

The GM though may ‘seed’ plotlines to bring to life even a small community. Something gets stolen from a local, a small reward is offered. Do the party get involved, whether for the money or the gratitude it brings which may lead to a good disposition towards the party members in the future. The GM can create several seeds which afford the players the opportunity to collect an income and interact with the world. At the other end of the spectrum, significant continent or world spanning events could offer the more experienced character the opportunity for greater reward and achievements and this doesn’t have to be the central adventure designed, but nevertheless it opens a window to the world and shows that the world exists, it works and will play out regardless of character intervention.

Non-player characters (NPCs)

Just as events play out in the setting whether the PCs are involved or not, there are NPCs. They can be important characters in their own right, bosses, villains, patrons, leaders in their own field or flavour like the local baker called Bob, lives with his wife Margaret and their three children. He’s an honest man and produces a good product. A simple piece of creation like this can have no bearing on the adventure or world a large, but can be enjoyable for players to engage with. Maybe they chat with Bob, maybe Bob has an errand for them to earn some coin or he gives them a tip about some local incident that they might want to investigate or nothing important it is just fun and engaging play.

Flora and fauna

Just as there are people, maybe of various races and species, there could be a huge variety of different creatures, plant life and maybe monsters that exist. Whilst you don’t need to map out in great detail, it is worth thinking about what does exist at this potentially. Do the ancient Greek titans exist? Or creatures from Hindu mythology? If you are using an existing fantasy themed system, think about what aspects of that ‘monster list’ you want to utilise.

Players are likely to want to know the details for things like what herbs are available, medicinal or narcotic, poisons, potions etc. You can create quests just around acquiring the ingredients for a magic potion that requires a trek to a remote jungle or mountain pasture. Plant and animal content can feature in many ways, as pets, familiars, food, medicine, sources for trade, transportation even magical, adversaries or act as hazards or points of interest with several ways to encounter and resolve; again, it brings the world to life.

Final thoughts

When you build a world, it can be as detailed as you like, but giving thought to the above will help you shape your game. Later, when content is called for, you will have an easier time to slip in that prepared piece or craft something on the fly because you have some measure of preparation.

However you build your world, you and your players are sure to enjoy the play experience all the more because of the effort you’ve put in to world-building.

About the author:

As well as playing board games, Neil has been playing a variety of roleplaying games since 1982, including creating campaigns as a GM and espousing the art and craft of being a good GM and the therapeutic value of games generally.

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