Collaborative worldbuilding for a new game, 2/26/26

I started a new game this week.

Our prior GM is a freshly minted parent. He’s currently in the land of absolute sleep deprivation. Having been there not too long ago myself, I’ve offered to take over with a new game (at least for some of the time).

I’m taking the opportunity to experiment with new ways to build connections between PCs and the setting. I’ve written about at least one of those ideas before. I’m taking things a step further by starting the group even earlier in the world creation process.

We began with a collaborative setting creation session. We’ll be playing Worlds Without Number from Kevin Crawford, and I want to use WWN’s general setting concept… but I want the players to have a hand in how our particular slice of the world feels. I want them to influence what direction our Latter Earth takes.

Alongside that…

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Worldbuilding: Theft, Inspiration, & Homage

Culturally, we put a lot of emphasis and value on originality. An undue emphasis, as far as I can tell. I believe art (and yes, worldbuilding is art) is founded more on sharing and mixing and reinventing than it is on truly novel ideas. I think we should embrace that.

For context: this follows directly from last week’s post on worldbuilding. Last week I mentioned stealing inspiration and using pieces of other stories, but I focused on embracing inconsistency. I should have also referenced my old post about leaving blank spaces. This week we’ll focus on the stealing, sampling, and paying homage side of things.

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World Building: Starting Skills

I was talking with a friend of mine recently about worldbuilding and how to teach the skill, and I realized that I’m not sure where to start.

I think my perspective is warped. I’ve been making up worlds for stories and games for so long, the whole process has become second nature. I haven’t consciously examined the process of worldbuilding in a long time.

Given that I’m planning to run a class for people who want to be DMs (or GMs, or storytellers, or whatever the hell you want to call the person running your roleplaying game), I think I need a clearer approach. I do have some ideas.

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