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Worldbuilding fundamentals

Method and principles for inventing a world that serves a story or a game: how much to build, which direction to build in, how to keep it consistent, how to reveal it without stopping the story, and how to keep the notes usable. The follow-on sheets go deeper on the physical world, societies and cultures, magic and technology and game worlds. Plot, character and prose craft live in story structure, character and scene and prose. All example worlds on this sheet are invented for illustration.

Why build a world at all

A world exists to generate and constrain stories or play. Everything else is a hobby (a fine one, but a different activity).

Job the world doesIn fictionIn games
Creates conflictscarce resources, rival factions, taboos that characters breakgoals, obstacles, enemies, faction quests
Creates constraintswhat characters cannot do forces cleverer choicesrules the player learns and exploits
Carries themethe setting argues something the plot then testsmechanics and spaces express the idea
Supplies texturespecific, surprising detail makes scenes feel lived-inenvironmental art, props, barks, item text
Sets expectationsgenre signals tell the reader what kind of story this istone, rules, difficulty, what counts as success
Produces surpriseconsequences the reader didn't see coming but acceptsemergent situations the designer didn't script

The iceberg principle: show a fraction, know more. The reader or player sees perhaps a tenth of what you have decided; the rest shows as confidence. A character who glances at a shrine without explanation reads as someone who lives there. The "tenth" is a rule of thumb, not a measurement, and the principle has a limit: the hidden part only helps if it changes what is on the page (how people talk, what they fear, what they assume).

Top-down vs bottom-up

Two directions of work. Most working writers and designers alternate: sketch the big frame lightly, build up from scenes, then go back and fix the frame.

Top-down (outside-in)Bottom-up (inside-out)
Ordercosmos → planet → continents → climates → nations → cities → peoplescene or character → street → city → region → only as far as needed
Strengthsglobal consistency (rivers, climates, trade make sense); good for maps, strategy games, shared settings, tabletop campaignsevery detail earns its place; fast to first draft; texture is specific because it is seen through a person
Weaknessesmonths of notes before a single scene; details nobody will see; "encyclopaedia voice" leaks into prosecontradictions appear later (a desert beside a rainforest with no reason); the edges of the map are blank
Typical failurethe world is finished and the story is not startedthe world is a stage set that collapses when the story travels
Best forepic fantasy, 4X and grand strategy games, open worlds, shared-world projectsshort stories, character-driven novels, linear games, first drafts
Mitigationset a deadline; build only to the scale of the first storykeep a rules ledger; do one top-down pass after the draft

A practical hybrid, the zoom method: write one page at planet scale (climate belts, a continent shape, two or three great powers), then build bottom-up from the opening scene, and zoom out whenever the story crosses a boundary you haven't decided.

Two traditions: sub-creation and its critics

The craft argument about worldbuilding is old and unresolved. Both sides are useful.

Tolkien: sub-creation and the Secondary World

J. R. R. Tolkien's essay "On Fairy-Stories" (given as the Andrew Lang lecture at St Andrews on 8 March 1939, published in Essays Presented to Charles Williams, 1947) calls the fantasy author a sub-creator who makes a Secondary World. He writes that the successful story-maker "makes a Secondary World which your mind can enter", and that "the moment disbelief arises, the spell is broken". The art that makes this work is achieving "the inner consistency of reality". Tolkien contrasts this secondary belief with Coleridge's "willing suspension of disbelief": the reader should not have to try.

Practical reading: the more a world differs from ours, the harder consistency is to achieve, and the more it matters.

Le Guin: the world is made of words

Ursula K. Le Guin's "From Elfland to Poughkeepsie" (a 1972 talk, published as a Pendragon Press booklet in 1973 and collected in The Language of the Night, 1979) argues that in fantasy "the act of speech is the act of creation" and "every word counts". Her target is fantasy written in an ordinary, borrowed style, so that the invented land turns out to be the reader's own everyday world in disguise: "Poughkeepsie" rather than "Elfland" (paraphrased). The lesson for worldbuilders: a world is experienced through prose style, diction and names, not through the notes.

M. John Harrison: "the great clomping foot of nerdism"

In a blog post titled "Very Afraid" (his blog Uncle Zip's Window, 27 January 2007), M. John Harrison wrote that "every moment of a science fiction story must represent the triumph of writing over worldbuilding". He called worldbuilding dull, said it "literalises the urge to invent" and "numbs the reader's ability to fulfill their part of the bargain", and concluded: "It is the great clomping foot of nerdism. It is the attempt to exhaustively survey a place that isn't there."

His argument, stated fairly:

  • Fiction works by suggestion; readers co-create the world from fragments. Exhaustive description takes that job away from them.
  • Worldbuilding can become a substitute for writing: the author feels productive while no story is being told.
  • A world that is "complete" in the notes pushes authors to show the notes, which produces infodumps.
  • Harrison is himself a skilled worldbuilder (his Viriconium stories deliberately change the city from book to book), so the target is the encyclopaedic habit, not invention.

Reconciling them

ClaimTolkien sideHarrison sideWorking synthesis
Consistency mattersessential to beliefless than the reader's imaginationconsistent rules, suggestive details
How much to buildenough for inner coherenceas little as the writing needsbuild for decisions, not for completeness
Where the world livesin the Secondary Worldin the prose and the readerin the prose, backed by notes nobody sees
Gapsa flaw to minimizea feature that invites the reader inleave deliberate gaps; know why they are there

Games shift the balance toward Tolkien: a player can walk to the edge of the map and poke at the rules, so systems must hold under pressure. Even so, the game only needs consistency where the player can reach.

Consistency and the rules ledger

Readers forgive strangeness; they do not forgive contradiction. Keep a rules ledger: a short, numbered list of every hard fact the story has committed to, with where it was established.

Ledger fieldExample (invented world)
IDR-014
RuleSalt-glass shatters if carried across running water
Scopephysical law; applies everywhere
First statedCh. 3, the ferry scene
Consequencesglass merchants use bridges only; river cities import no salt-glass
Exceptionsfrozen rivers (untested in text)
Statuscanon / tentative / retired

Rules of consistency:

  • Hard vs soft facts. Hard facts are on the page and cannot change without a revision. Soft facts are in the notes and can still move. Mark which is which.
  • Characters can be wrong. A character stating a "fact" commits the character, not the world. Unreliable in-world sources are a feature (see societies and cultures on history).
  • Exceptions need reasons. An exception without a cause reads as an error. An exception with a cause is a plot hook.
  • Scale checks. Numbers drift: travel times, army sizes, city populations, dates. Put them in the ledger and do the arithmetic once (see the travel table in physical world).
  • Continuity pass. Before each draft is finished, search the manuscript for every ledger rule and check it.

The ripple method

The most productive single technique: take one change and ask "if this exists, what else must be true?", then ask it again of each answer, three levels deep. First-order effects are obvious; the second and third orders are where the original, story-generating material is. The idea that good SF predicts not the car but the traffic jam is often credited to Frederik Pohl, but Quote Investigator traces its core to Isaac Asimov in 1953 ("It is easy to predict an automobile in 1880; it is very hard to predict a traffic problem"); Pohl wrote a version in 1968 and disclaimed credit for it.

Worked example: the city where the dead keep for a year

Invented premise: in the city of Carrow, a corpse does not decay for one year and a day, then crumbles to dust within an hour.

LevelQuestionAnswers
1What must be true immediately?Bodies must be stored somewhere for a year. Funerals happen twice: at death and at crumbling. Everyone knows exactly when a body will crumble.
2What follows from storage?Year-houses on the city edge; a trade of wardens; storage fees that the poor can't pay; theft of well-preserved bodies.
2What follows from two funerals?The first is private grief, the second a public release; debts are settled at the second.
2What follows from the known date?Inheritance waits a year; wills can be contested while the body "remains"; a legal status between alive and dead.
3Consequences of the in-between status?The Gray Year: the dead still own property and hold office; a murdered magistrate still "rules" for a year, so a faction can kill a judge to freeze a court.
3Consequences of body theft?Anatomists in Carrow are centuries ahead of neighbors because fresh corpses are plentiful; medicine is a Carrow export; foreign students come, and some smuggle bodies out.
3Consequences of fees?Paupers' bodies are pooled in a common house; a burial guild runs a mutual-insurance scheme that has quietly become the city's largest bank.

Three lines of premise produced a legal thriller hook (the frozen court), an economic power (the burial-guild bank), a reason for foreigners to visit (medicine) and a crime (body smuggling). None of it needs to be explained on the page; it only needs to be true so that scenes can show it.

The novum and theme-driven worldbuilding

The novum

Darko Suvin's Metamorphoses of Science Fiction (1979) defines SF as a literature of cognitive estrangement and names the novum (Latin, "new thing"): the novelty or innovation that makes the story's world differ from the reader's, validated by logic (cognition) rather than by pure wonder. Useful as a discipline beyond SF:

  • Identify your one to three nova. Everything else should behave as normal until the ripple method says otherwise.
  • Hold everything else constant. Stacking unrelated novelties (psychic cats, FTL, dragon cults, time travel) dilutes each one and multiplies the consistency load.
  • The novum is where the story questions come from. Suvin argues that significant SF is a roundabout way of commenting on the author's own society.

Building from theme

Decide what the story is about (not the plot: the question underneath it), then build the world to put pressure on that question.

Theme questionWorld built to test it (invented examples)
Is memory identity?memories can be sold; the poor sell childhoods to pay rent
Does power corrupt, or reveal?a hereditary gift of command that only works on people who love the holder
What do we owe the dead?the city of Carrow above: the dead hold property for a year
Can a society outgrow violence?a treaty-magic that kills anyone who breaks an oath, used to enforce peace

Theme-driven worlds avoid the "kitchen sink" problem (the Turkey City Lexicon's term for a story crammed with every idea the author had). Every major feature should either sharpen the theme or be cut.

Exposition: infodumps vs integrated detail

Infodump (the Turkey City Lexicon also calls it an "expository lump"): the story stops so the author can explain. Occasionally fine (a short, well-voiced dump can be a pleasure; Jo Walton notes that Neal Stephenson has raised it to an art form), usually a drag.

Incluing: Jo Walton's term, in "SF reading protocols" (Tor.com, 2010), for "scattering pieces of information seamlessly through the text to add up to a big picture". The reader assembles the world like a detective.

TechniqueHow it worksExample (invented)
Character needexplain only what a character needs now, in their termsshe counts the ferry fare twice: salt-glass in her pack means taking the long bridge
Conflict expositiontwo characters disagree about a fact, so the fact comes out as argument"They'll freeze the court." "Only if the judge is dead a full year."
Assumed knowledgecharacters treat the strange as ordinary; no gloss"Pay the warden, then come to supper."
Contrast with an outsidera newcomer asks, but only what an outsider would plausibly aska foreign student asks why the bodies don't smell
Objects and documentssigns, ledgers, letters, song lyrics, item texta year-house receipt with the crumbling date stamped on it
Delayed explanationshow the effect first, explain later (or never)a funeral with no body, then a second with dust
Consequence over causeshow what the rule does, not how it worksa smuggler caught with a perfectly preserved grandmother

Antipatterns:

  • "As you know, Bob": characters tell each other things both already know, for the reader's benefit (a named entry in the Turkey City Lexicon). Fix: give one of them a reason not to know, or cut it.
  • The encyclopaedia opening: a prologue of history and geography before any character wants anything.
  • The glossary crutch: invented terms that only make sense with the appendix open.
  • Lecturing through a mentor: a wise elder explaining the magic system in a single unbroken speech.

Names and naming

Names are the most-read worldbuilding on the page. They carry culture, history and tone before any description.

PrinciplePractice
One language, one soundeach culture gets a small sound inventory and syllable pattern (see societies and cultures); names from the same place should sound related
Distinguishablevary first letters, length and rhythm across major characters; avoid Tarn, Tarl and Tarin in one book
Pronounceable enoughreaders subvocalise; if they stumble every time, they will start skimming
Apostrophes and diacriticsuse only if they mean something (a glottal stop, a clan marker) and use them consistently
Meaningful but not punnya translated place name (Saltmarch, the Gray Year) conveys meaning; an obvious pun breaks tone
Layered historyold places keep old names; conquerors rename; ordinary people use nicknames
Real-world echoesnames signal a real culture whether you mean them to or not; decide deliberately
Don't rename the ordinarythe Turkey City Lexicon's "call a rabbit a smeerp": a new name for a normal thing adds nothing

Keep a name register (name, meaning, language, first use) in the bible to prevent accidental duplicates.

The setting bible

A setting bible (or world wiki) is the reference you consult while writing. It is a tool for the author, not a product for the reader.

ComponentContents
Pitchone paragraph: what makes this world different, the nova, the theme
Rules ledgernumbered hard facts with source and status
Timelinedated events, including "what the characters believe happened" vs "what happened"
Placesone entry per location that appears; map links
Peoples and factionsculture sheets and faction sheets
Charactersname, faction, goals, first appearance (character craft is in character)
Name registerevery coined word and name
Open questionsthings deliberately undecided, and the date you must decide them by
Style sheetspellings, capitalization, calendar terms, units, forms of address

Tools (examples only):

ToolGood forWatch out for
Plain Markdown files in foldersportable, searchable, works with version controllinks are manual
Obsidianlocal Markdown with backlinks and a graph viewthe graph can become the hobby
World Anvilhosted worldbuilding wiki with templates, maps, timelineslock-in; template fields tempt you to fill everything
Spreadsheettimelines, travel times, populations, name registerspoor for prose

Worldbuilding questionnaires

Questionnaires are prompts, not homework. The best known is Patricia C. Wrede's Fantasy Worldbuilding Questions (copyright 1996), hosted by the Science Fiction and Fantasy Writers Association. Wrede is explicit that nobody needs to answer every question; the point is to provoke thinking about how the setting hangs together. Its sections:

SectionCovers (summarized)
The Worldbasics; alternate-Earth vs wholly invented worlds
Physical and Historical Featuresclimate and geography, natural resources, world and national history
Magic and Magiciansrules of magic, wizards, magic and technology
Peoples and Customscustoms, eating, greetings, gestures, language, ethics, religion, population
Social Organizationgovernment, politics, crime and law, foreign relations, war, weapons
Commerce, Trade, and Public Lifebusiness, transport and communication, science, medicine, arts, architecture, urban and rural life
Daily Lifefashion, manners, diet, education, calendar

How to use one well:

  1. Answer only the questions the current story touches.
  2. For each answer, run one ripple ("so what?").
  3. Flag questions whose answer would surprise you as story material.
  4. Skip whole sections that don't matter (a one-city heist novel needs little on foreign relations).

Scope ladder

How much to decide depends on the form. Decide depth where the story goes, and a sketch of everything adjacent.

FormMust decideCan stay vagueTypical bible
Short storythe novum, one location in depth, the rules the ending depends ongeography beyond the horizon, history before living memorya page
Novel3–6 locations, the main factions and their goals, rules of any magic or tech used in the climax, a timeline of the last generationdistant lands, deep history, economics beyond what drives the plot10–40 pages
Seriesa map, the major powers, the history behind the central conflict, consistent naming systems, the magic's limitsdetail of places not yet visited (but leave room for them)a wiki; a continuity editor helps
Tabletop campaignthe start region in depth, factions with goals that move without players, a few rumors per locationanything the players haven't reached; improvise, then recordsession notes plus a living wiki
Linear gameevery space the player enters, the lore the player can read, the rules of every mechaniceverything off the critical pathlevel docs, lore bible, barks list
Open-world or systemic gamebiomes, factions, economies and rules at a level the simulation can run; every rule the player can testhandcrafted history beyond what is surfaced in loredesign docs, data tables, a lore bible, tooling

Common mistakes

MistakeSymptomFix
Monoculturesthe "planet of hats" (TV Tropes' name): every member of a people is the same (the warrior race, the merchant race)give each culture internal disagreement, classes, regions, dissidents, generations
Medieval stasisthousands of years of history with no change in technology, language, borders or dynastiescompress timelines, or explain stasis (a magic, a law, an empire that suppresses change) and make it a story question
Economics that don't workhuge cities with no farmland; gold everywhere with no inflation; armies that never eattrace food, water and money for each major city (see societies and cultures)
Everything explainedno mysteries; the reader never wondersleave deliberate gaps and contradictions in in-world sources
Earth with the serial numbers filed off"Not-England" with swords and elves; the world is Poughkeepsie in costumechange at least one deep assumption and follow it through
Kitchen sinktoo many nova, each underdevelopedkeep one to three; cut or merge the rest
Geography by vibesrivers that split, deserts beside rainforests, mountains in random linessee physical world
Costless magicpower solves every problem; stakes vanishsee magic and technology
Worldbuilding as procrastinationa 200-page bible and no chapter onecap building time; write the first scene now
Infodump prologuespage one is historystart with a character wanting something
Tourist protagoniststhe hero is a stranger only so things can be explaineduse insiders; let the reader catch up

Checklist

FOUNDATIONS
[ ] One-paragraph pitch: the world's difference and its theme
[ ] 1-3 nova named; everything else held constant
[ ] Build direction chosen (top-down, bottom-up, zoom)
[ ] Scope matched to the form (short story / novel / game)
 
CONSISTENCY
[ ] Rules ledger started; every on-page rule recorded
[ ] Ripple method run 3 levels deep for each novum
[ ] Travel times, populations, dates checked by arithmetic
[ ] Exceptions each have a cause
 
PAGE
[ ] No explanation before the reader cares
[ ] No "as you know, Bob" dialogue
[ ] Invented terms readable without a glossary
[ ] Names follow each culture's sound rules
[ ] Style sheet: spellings, capitals, calendar, units
 
WORLD
[ ] Each culture has internal difference
[ ] History shows change over time
[ ] Food, water and money traced for key places
[ ] Deliberate gaps and unreliable sources exist

Templates

Setting bible (top page)

WORLD NAME:
PITCH (1 paragraph):
THEME / QUESTION THE WORLD TESTS:
NOVA (1-3):
  1.
  2.
TONE AND GENRE SIGNALS:
FORM AND SCOPE: short story / novel / series / game
BUILD DIRECTION: top-down / bottom-up / zoom
 
MAP: link
TIMELINE: link
RULES LEDGER: link
NAME REGISTER: link
CULTURES: links
FACTIONS: links
OPEN QUESTIONS (decide by):
  - question / needed by chapter or level
STYLE SHEET:
  spellings:
  capitalized terms:
  calendar and dates:
  units (distance, money, time):
  forms of address:

Rules ledger entry

ID:            R-
RULE:
TYPE:          physical / magical / social / legal
SCOPE:         everywhere / region / group
FIRST STATED:  chapter, scene or level
STATUS:        canon / tentative / retired
CONSEQUENCES (ripple):
  1st order:
  2nd order:
  3rd order:
EXCEPTIONS AND WHY:
PLOT HOOKS:

Ripple worksheet

CHANGE: (one sentence)
 
LEVEL 1 - what must be true immediately?
  -
  -
LEVEL 2 - for each level-1 answer, what follows?
  -
  -
LEVEL 3 - for each level-2 answer, what follows?
  -
  -
SWEEP: food | work | family | law | war | religion |
       status | language | buildings | travel | children
WHO PROFITS FIRST?
WHO IS HURT FIRST?
BEST STORY HOOK FROM LEVEL 3:

Name register row

NAME | TYPE (person/place/thing) | CULTURE/LANGUAGE |
MEANING | PRONUNCIATION | FIRST USE | NOTES

References