I love worldbuilding. As a young Dungeon Master, it didn’t matter how long it took to sketch out the buildings of my pirate island or name every member of its ruling syndicate, even if my players ultimately would decide to sail right past it. As a father of a newborn, however, I'm lucky to find three hours a month to squeeze in a game on Zoom, let alone flesh out a fictional continent. Fortunately, limited time need not keep you from the joy of homebrewing a campaign world. If you’re willing to accept it, much of that work was already done when your players created their characters.
- Building your world piece by piece
- Finding inspiration in character sheets
- Creating my first faction
- Finding the villain’s motives
- Considering character subclasses
Building your world piece by piece
No campaign world needs every detail in place at the start. Take the most commercially successful fantasy setting, the Marvel Universe, for example. It features hundreds of characters in a vast cosmos, and an alternate New York every bit as intricate as Waterdeep. But it’s not like Stan Lee sat down and came up with all of it before he plotted his first story. It came together one element at a time.
J. Jonah Jameson was created to bedevil Spider-Man. But with his addition, there now existed a newspaper editor who could appear whenever one was needed. SHIELD was conceived to give Nick Fury gadgets, but Lee soon realized they could appear in Iron Man and Captain America’s adventures just as easily.
Follow a similar approach when fleshing out your homebrew setting. Create key locations and a supporting cast for each of your players’ characters. Do that and, before you know it, your world will take shape.
Finding inspiration in character sheets
Your players' character sheets offer more than enough guidance on people and places you need to populate your world. For example, the characters’ chosen languages are an indication of who they want their character to interact with, or else why pick them? Of course, one Infernal-speaking character in the party doesn’t mean you have to create a town full of pit fiends a mile from the starting Inn. Your world should satisfy your creative vision as well as your players’ needs. How you incorporate the language into your setting is up to you. A wizard’s guild might inscribe spells in Infernal, or a cult might use it to encrypt messages. The important part is that your players have opportunities to use the skills they envisioned for their character.
Bonds, flaws, personality traits, and ideals aren't just tools for players to get a handle on their characters, either. To the attentive Dungeon Master, they're an invaluable snapshot of the world that the players envisioned their characters running around in. The DM need only filter the players' choices through their own imagination for their group's ideal campaign setting to emerge.
I discovered this method of worldbuilding by accident after agreeing to DM five new players over Zoom. I was unable to see their characters before the session, but I had an adventure ready. They would be the newly captured security detail of a human baroness, currently imprisoned in a mountaintop fortress. The evil wizard who lived there had been paid to charm the baroness out of her claim to her territory.
The adventure ended up being a lot of fun. The party escaped the wizard’s fortress on the backs of giant sparrows after killing him and his many apprentices. We decided to play again the following month, though I had no idea what lay ahead of them or when I’d have time to figure it out. Thankfully, ideas began to present themselves as I looked over my players’ characters. None of them were human, so my baroness’ realm would include areas where nonhuman races were commonplace. Perhaps, I decided, she was touring the wild north of her territory with local protection when she was captured.
Creating my first faction
Details sparked further inspiration. The paladin was a goliath. They lived in the mountains. My wizard’s castle was also in the mountains, so I decided the nearest town would sit at the base of a mountain range containing the goliath village of Sky Haven.
The goliath paladin’s creator chose the Acolyte background, with this bond: “I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.” I checked his alignment: lawful good. His temple must have turned from those values at some point. That led to my world’s first faction, the Sunshields. They would be an order of corrupt paladins shaking down the faithful for “protection.” The sun god’s symbol on their shields now stood for banditry and corruption. To represent them, I created the cheeky, bigoted Sir Cassius Fairfax, who trained with the young goliath and never accepted him. After reviewing just one character sheet, the world was off to a great start.
Finding the villain’s motives
The next three characters I looked over were, respectively, a wood elf, a high elf, and a half-elf. A place where each character’s race feels at home is a must for any campaign, so I created the wood elf tree village of Pine Home and the high elf magical retreat of Alferil. The half-elf suggested this was a part of the world where the nonhumans of the wilderness rubbed up against human lands. Maybe the evil wizard lived here because reagents of great power from within the magical forest could be bought from elves who knew where to find them. All of a sudden, I knew what lay ahead of my players: The Night Market would be an open-air bazaar that began at midnight and that featured all manner of arcane wares. For entertainment, there were wizard duels one could bet on or enter to win valuable magical prizes. The Night Owl Inn stood nearby, where the half-elf Chef Addie Butterfly served up human food, elven food, and a fusion of the two cuisines for the adventurous palette.
I decided that the evil wizard the characters killed made his living making potions and his death shut down production on the month’s orders. His business partner, the half-elf Cullen Moonglow, now had to figure out how to protect his town from 100 angry empty-handed potion customers, including Cassius and a nasty crew of Sunshields.
Considering character subclasses
A player’s choice of subclass can be just as instructive. A Way of the Four Elements monk requires other such monks to train him. Your setting might contain dozens in a well-funded hilltop monastery or just one wandering master in a beat-up wagon, seeking out potential students he sees in visions.
The high elf in my players’ party was a Draconic Bloodline sorcerer with fire spells. Suddenly, I had my main villain faction. The high elf’s draconic ancestor, the red dragon Auraxian, once ruled the barony. He was slain 200 years ago by the baroness’ grandfather. An alliance of the dragon’s other descendants, our high elf sorceress’ cousins and half-brothers, wants to return the barony to draconic rule. So, that’s who paid the evil wizard to capture the baroness. And the characters’ homes were directly in their path.
From just five character sheets and an hour of brainstorming, I had a brief history of my territory, basic geography, major factions, government, and population.
Bringing your players’ world to life
Watching your players bring your homemade world to life is one of the joys of being a Dungeon Master. Don’t let limited time stop you from experiencing it. Having your players use tools like the “This Is Your Life” chapter of Xanathar’s Guide to Everything will help you create an even richer and more resonant setting for your players, one that is more likely to engage them and less likely to be sailed right past like the poor pirate island I spent so many fruitless hours on years ago.
Comedian and writer John Roy (@johnroycomic) has appeared on Conan and The Tonight Show and written for Vulture and Dragon Plus. He is the co-host of the comedy/war gaming podcast Legends of the Painty Men. His albums can be found on Apple Music and Spotify. He splits his time between Los Angeles and the Free City of Greyhawk.
This post is definitely hinting at it, but the hands down best way to start a campaign (for me at least, all advice is subjective, after all) is to run a character creation session zero with a loose campaign framework in mind, then fill in all the story details with stuff the PCs came up with from their backstories. Planning on having an evil wizard villain? Awesome, now they're a snobby archrival of the party's wizard from way back in the day. Is one of the players a well off noble? Start the campaign with them losing it all to that wizard, and they'll do anything to get it back. Is one of the party members a lawful good red dragonborn? Well it turns out that the wizard is BFFs with a red dragon who's been terrorizing the countryside, and your dragonborn is going to have to work just as hard to get them to not be afraid of/respect as they are to actually take down the dragon/wizard duo. I could keep going, but you get the idea:
Step 1) run a character creation session zero, get your players to give you plenty of possible story hooks for their characters
Step 2) take a few weeks (or however long works for you) and incorporate as much of what the players gave you as possible into your campaign
Step 3) watch as your players engage with your campaign not because it's a campaign that they just so happen to be playing in, but because it is deeply, in its bones about THEM. Nobody else could just be plugged in and have it work, because the foundation is built around their characters.
I love this! I've tried worldbuilding with my players before, and it generated some really fun ideas. For instance, two of my cousins were really into designing legendary monsters, so I gave them free rein with that. They ended up creating some truly horrifying creatures that are for sure going to fight them at some point, including a ghost-eating purple worm that lives in the ruined homes of giants and a desiccated undead hunter who defends a dragon carcass to the death, his last kill.
In addition, one of the players formed an entire city, built in a massive mangrove and patrolled by angry young dragon turtles, which will be a major adventure location for a pirate arc. In addition, adventure locations sprang out of the monsters my cousins created, such as a massive boneyard for the hunter, and a desert made out of a massive dragons ground-up scales.
All in all, let your players work with you to build the world. That way, they're going to remain invested in the campaign world, it gives you a clear idea of what they're interested in, and gives you plenty of opportunities for an amazing campaign.
This is a legitimately goddamn amazing article. Short, poigant, and yet chock full of an entirely new method for quickly generating a character-centric world. Heckin' bravo, Mr. Roy. I will definitely be keeping this in mind for future games, as well as bookmarking the article to find later.
This is good advice. I've tried to create homebrew worlds before, but I have never thought of using the characters as a major source of ideas.
Great article! This will help me out a ton!
Wow. This is single-handedly one of the best and most useful articles I’ve read on DDB to date! As my earlier compatriot said, bravo Mr. Roy. And thank you!
Excellent content here! Thanks for writing up this approach to more-collaborative gaming.
I'm planning on stretching a bit farther in this direction, starting a campaign w my kids, using the MUNE solo game system. I figure that we'll take turns consulting the oracle and maybe use character sheet details for some interventions. It might blow up or fizzle out, but I'm excited for the experiment.
Wow! This is fabulous! I will keep this in mind for my next campaign and for expanding my current one!
This helped me so much. I always want to make The Whole storyline ahead of time, then my players usually sail right past certain parts. This is great advice. I do have one question though; Some of my players aren’t super into their characters backstory. For example, let’s say one of my players, we’ll call him Fred (because I can’t think of a more generic name), just picks his background because of the options it offers for language or tool versatility, and usually skims over his backstory. What should I do to A, encourage them to get in to backstory making, and B, what should I do if they show up with no backstory? How do I include them without making it feel boring or impersonal? If anyone could give advice I’d really appreciate it.
Sincerely: Raghnall
I would give “Fred” some guidelines that you expect him to meet. some things I like to use is the Family, Ally, Rival rule where PCs have to come up with 3 NPCs who exist in the world. Someone who is or is like family, someone who they are friendly with but don’t travel with, and someone who they see as a rival or enemy. Make them come up with the name, race and why they fit as a family/ally/rival.
also just ask them to simply come up with a place where they learned those optimized skills and backgrounds. It doesn’t have to be a “good reason” but if they have proficiency in a tool a simple “who taught you how to use it?” Might be enough to pull some useable details out of them.
I love this. Even when making a grand idea that I already had in mind, taking elements of my player character's backstories and small personal details helped me flesh out my world details for the narrative.
Fantastic article! I especially like how you illustrate each suggestion with examples.
Thanks a bunch, this really helped
Love it! Definitely need more articles along these lines
Easily the best, most helpful article since James Haeck left the site.
Hiiiii what's up
I think this is the best article I've read on this topic! As a full-time student DM'ing other full-time students, I don't always have a lot of time to prep world-building. I've always been interested in creating my own world, but while I have endless imagination, my patience is not nearly so vast! Especially considering half of what I flesh out isn't even going to matter depending on what my players are interested in. So partially for ease, partially because I'm a critter, I used Exandria's Wildemount as my first campaign setting (my players, most of whom watch CR too love it). But I think if I ever get the chance again I'll do something like this!
Awesome article!
Thanks for the tips! It gave me a lot to think about for inspiration. I've had similar ideas but reading what you said helped me form conclusions. Thanks!
this is such a good article! it's super important to me that PCs are connected to the world of the campaign. letting the party members have a role in worldbuilding makes for a much more satisfying and cohesive story.