Contents

Goal Oriented Worldbuilding

Introduction

Worldbuilding can be an overwhelming experience, especially if you are new to it. There are numerous pitfalls involved, including over-building, under-building, lack of direction and not knowing when to stop. Most, if not all of these problems can be eliminated by having the proper goals defined before you begin.

Finding Purpose

The first thing to consider, before you get started, and before you even begin defining your goals/bounds, is what purpose does this worldbuilding serve? Are you writing a novel? A whole series? Designing a world to play a TTRPG in? This can drastically impact the kinds of goals and bounds you may want to set for yourself.

Stories

If you are writing a story, whether it be a novel, web serial, TV show or anthology, you are going to want to keep in mind that the world you are building exists to facilitate that story. This does not, however, mean that the world should solely exist as a vehicle for this one particular story, which is why I do not use the phasings, "the worldbuilding should serve the plot." This is how I most often see this sentiment put and I find that it can very easily detract from the quality of the world produced.

As with most things I discuss, this is obviously not a hard and fast rule, some people build worlds to serve plots, and still manage to create brilliant worldbuilding with significant depth, however this is not the typical result. Additionally, this doesn't mean that every story needs brilliant worldbuilding. Some stories, whether grand in stature or quaint in nature, can be served very well by both deep and shallow worldbuilding. This mostly comes down to where the theme and moral, message or revelations lie.

Both thematic worldbuilding, and scope will be discussed in the following sections, and what you want to communicate through your worldbuilding, as well as the scale of your story will have a significant impact on these two topic, respectively.

Another facet of your story you may want to consider during this stage is the genre you are planning to be working in. You can do a lot to set the tone of your story, by setting the tone of the world. The world informs the ways in which your characters will interact with both it and eachother.

I plan on expanding further on more specific and detailed tips about worldbuilding for stories in a future article, so keep an eye out for it.

TTRPGs

Whether you're playing Dungeons & Dragons, Pathfinder, World of Darkness or any of the many other incredible systems out there, many of them encourage you to build out your own settings, adventures and campaigns. These systems can be both more limiting, and more freeing than when you're worldbuilding for a story. For example, coming up with a world full of custom species and novel magics means you suddenly have to now homebrew (custom build components of the game) all of those things. At which point you're not just worldbuilding you're basically designing a whole new TTRPG system. This may feel quite limiting for some people.

However, it also gives you the freedom to explore a variety of alternative paths, allowing the players' decisions to solidify the worldbuilding as the campaign moves forward. There are many ways to do this. I personally like to create "landmarks". These landmarks can be geographical, temporal (events) or even characters. The key thing here is that the space between these landmarks are vague and fuzzy at best.

Some of the key features of your intended campaign will help to identify where the goals and bounds of your worldbuilding should be situated. For example, if you're only running a one-shot, then you can flesh things out a bit more in-depth, but do so on a much smaller scale. Whereas if you're aiming to run an epic multi-year campaign, then you'd probably want to go a little higher level, but less defined.

Additionally, similar to the discussion of genre for stories, the style of campaign you're looking to run will inform a lot of the feel of the world. If you're planning on running a gritty campaign with heavy resource management, the world should reflect that reality. And simlarly, if you're aiming to run a heroic sword and sorcery campaign, there's a certain flavour of world which supports that too, and your goals should reflect that.

As with worldbuilding specifically for stories, I also intend on writing a full article on how to worldbuild for a TTRPG campaign, which should be coming out in the near future.

For Worldbuilding's Sake

You may be expecting me to say that if you're just worldbuilding for the sake of making a cool world, that you can just ignore any goal setting and worldbuild to your heart's content. And at the end of the day, if it's making you happy, then go ahead and do just that. However, if you're looking to provide some better depth to your world, or more evenly build out different facets of it, then settings goals can be an incredibly useful tool. Here, however, instead of using goals to mark a stopping point, you can rather use them to mark intermediary milestones, or as check against neglecting various parts of the world.

Thematic Worldbuilding

Depending on the purpose of your worldbuilding, whether it be for a story, a TTRPG campaign or just to exist on its own, you may want to make a statement with it. This could be as basic as reinforcing the theme of your plot, or a more more nuanced message that communicates via allegory or metaphor. It could serve to satirize a common trope or cliche, or to explore real-world issues through an alternative lense.

This is also where you can really emphasize or facilitate the genre of your story or theme of your campaign. For example, if you were writing a mystery novel, the cultural norms could serve as great fodder to conveniently obfuscate the truth. They could give good reasons to lie, or the over/under-valuing of various activities could serve either to obscure evidence or deliver it conveniently. While the worldbuilding for a high fantasy epic would be well served by creating awe inspiring kingdoms making grand achievements. Mosters lurking around every corner could serve as excelent plot hooks to keep your adventurers both on their toes, as well start them adventuring in the first place.

Setting Scope

The scope of your worldbuilding is likely going to be the single largest influence over the goals you set and the bounds you aim to stay within. Many stories actually require a much smaller scope than many people think. If you only write epic fantasy, then you're almost always going to be writing with a grand or epic scope. Many stories though, even those that may be set in a high fantasy world, don't require you to build an entire world with a hundred or more countries, each with their own unique culture, customs, economies and conflicts.

Below are some example story premises and the kinds of worldbuilding which may be in scope. It should be noted that the scale of the story and the scope of the worldbuiling do not necessarily have to match. For example, you could have a qaint little story that takes place entirely in a tavern, but through conversation explores a much grander world.

Quaint

Premise: This story follows a group of regulars at a small coffee shop in Boston, on a typical Saturday afternoon.

Topics to cover: You may want to build out things like the staff of the coffee shop, the surrounding businesses and the some different groups of regular customers. (for example, the daily commuters and the sit-with-their-laptops-all-day people)

Local

Premise: This story is a murder mystery in a small market town in the north of England. Someone from a few towns over is found dead one morning in the town square.

Topics to cover: The town council, the towns relationships with neighbouring towns and local meeting places (pub, town hall, etc).

Moderate

Premise: This story is about corporate espionage between two international corporations. A junior executive makes a play for power by infiltrating their biggest competator.

Topics to cover: The businesses themselves, government regulators, information about the cities they operate in and the company histories.

Grand

Premise: This story follows a band of soldiers who have seen the dark truth behing the king's power and the real reason for the war he is waging. They seek to bring the truth to light and the king down.

Topics to cover: The history of the kingdom, the surrounding kingdoms and the war. Developing a magic system and the cultures of the different fantasy races that live here.

Epic

Premise: The forces of evil in this world are ressurecting. Incredible technological advances have brought humanity out into the solar system, but they won't stop the dark gods from attempting to reclaim that which they once held domain over.

Topics to cover: The history of the world, futuristic technology, the pantheons of gods, a magic system, all of the different nations and their relationships, cultural divides and more.

Defining The Bounds

Finally we get to the part where we set the goals and bounds for our worldbuilding. I have been using both of these terms throughout the article thus far, and that's because they both serve as two different sides to the same coin and can be understood together as a border around where you are worldbuilding, where goals are your minimums and bounds are your maximums. You want to fill out the borders, but you don't want to expand beyond it.

The exact goals you set are up to you, of course, however as discussed above, you should pick goals that match the scope of your project. You should be careful not to set goals that are too broad, or overly ambitious, as this can lead to both burnout, if it ends up taking too much to meet your goals, as well as wasted time. You can always expand the bounds of your worldbuilding if you begin writing, or running your campain, and you find you are lacking, however you can't get back the time you spent if you did too much.

Below are some examples of goals, which correspond to the scopes discussed in the previous section.

Quaint
  • Develop the staff list and reporting hierarchy
  • Develop three different customer "cultures" and their feelings about eachother
  • Create three to five regular events that occur at the coffee shop (i.e. live music, special drink offerings, etc)
  • Create five nearby businesses that regulars also shop at or visit

Local
  • Develop the key players in the council, and their relationships with both eachother and the town

    • Define six distinct events of note that the council has been involved in (scandals, drama, praised actions, etc)
  • Come up with three different vilalges nearby that the town has strong relationships with

    • Come up with one culturally significant event or identifier for each village (festival, special market, etc)
  • Create five different community meeting places such as a town hall, a pub, a park or a market

Moderate
  • Define the business structure for both companies

    • How were they founded? Are the founders still around?
    • What do they do? (products, services, etc)
    • Where do they opperate?
    • What other companies do they work with?
  • Develop three to five key players at government regulators in applicable countries
  • Build up some key locations in major cities where the companies opperate

    • Restaurants and clubs that executives might meet at
    • Coffee shops that employees of the companies stop at on their commutes
  • Five key events of interaction between the two companies in question

Grand
  • Create a map of the region
  • 10 major historical events in the kingdom

    • How did the current ruler come to power?
  • Develop three to five points of cultural importance for each of the surrounding kingdoms

    • Create five to ten for the kingdom that the war is happening with
  • Develop a magic system

    • Define cultural, political and military impact
    • Define three to five notable users of magic and the impact they had on the larger world
  • Determine which classical fantasy races are present in the world
  • Define three to six major cultural groups in the region

    • Define three to five points of cultural importance for each cultural group

Epic
  • Create a world map

    • Define both political and cultural borders
  • Determine five to ten key players in international politics

    • Develop five to ten important points of culture for each of those nations
    • Define resources, products and services of economic importance
    • Define the relationships between these nations, friendly, hostile and neutral
  • Develop ten to twenty key technologies which are important for both daily use and business
  • Develop the pantheon of dark gods who will awaken

    • Why were they sleeping?
    • Are there good counterparts?
  • Develop a magic system

    • Where did magic go?
    • Why and how is it re-emerging in the world
    • Who used to practice it and who can/will practice it now?
    • Is there still some memory of it in the world

Exploring Within The Bounds

Once you have your bounds defined, you can get started. Obviously, your exact starting point depends on your goals. For example, if you're building in and epic scope, you may want to start with a world map. If you're building in a grand scope, you may instead want to start with the government, how it's structured and how corrupt it is.

One way that you can approach filling out the bounds, and reaching your goals in a more structured fashion is to make lists. List out the steps required to meet each of the goals you set, and tick off each of the items one by one. And once you have completed a step, try not to linger too much on it. For example, if one of your goals is to define a cultural custom for each nation, once you have the custom, for example a special greeting, don't spend too much time trying to come up with a history to the greeting, exceptions to when it's used or what the symbolism is.

While these may be interesting details, they are also details that can be easily developed later, either on a second pass or while working on the story, campain, or other project that the world is being built for. If you find yourself lingering for too long on each step, or even just on some steps, you can try developing goals and bounds for depth to draw more defined limits which allow you to continue towards your major goals.

Reassessing The Bounds

Sometimes it becomes necessarily to make changes to the goals you set previously. This can happen for many reasons. It may become clear, through your worldbuilding thus far that concepts outside of your current goals may be critical to the cohesiveness of the world. Or, alternatively, you may find that what truly interests you is not what you originally decided to explore.

In this case, it may even be worth reassessing the purpose of the project. As an example, you may be building out a world to write an action adventure novel in. However, while building out the world, what actually has you invested is all of the dynamic relationships between the leaders, politicians and agencies. As such, a political drama may actually be a more appropriate direction to go in.

Regardless, however, of why you are redefining your goals, ensure you are doing so with purpose. If the only reason you can come up with as to why you feel the need to expand or alter your goals is that you, "just don't feel done yet," or, "just don't think there's enough content yet for the story" then all you're really doing is putting off working on the story, running the campaign, or whatever orther purpose this worldbuilding serves.

Transitioning From Worldbuilding

It is important to regularly assess whether or not you have met your goals. This is easy to do if you are tracking your progress towards them, however not everyone works this way. For those of you who don't, you need to regularly look back at your goals and determine whether not you have achieved them.

If your are worldbuilding for a story, try to start writing. Write the first chapter, maybe even two or three, and then look at whether or not it feels as though you are lacking on context or detail for the setting. Do note that you will always end up filling in some amount of details as you write. If it feels, however, like you really don't have a good enough grasp on the setting, then try to determine why. Maybe the story is leaning more on cultural impact than you expected, and your goals were more focused on defining the government and military. In those cases, you may want to set some new smaller goals to fill the niche that you missed before, after which you can return to writing. It is worth stating, as well, that you can do this at any stage of the writing process, just be careful not to return to full-scale worldbuilding everytime a city doesn't have a name yet, or you have to decide on the price for a coffee at the local coffee shop.

If you are worldbuilding for a TTRPG campaign, try to prepare a session. If you want to push a little further, make some assumptions about the progress and decisions the players will make and prep the following session or two as well. If you feel like you don't have enough material to work with, then try narrowing your scope a little bit to where the campaign starts and flesh things out there a little bit. Unlike with a written story, a TTRPG campaign will almost always require you to do some amount of improvisation once the players start actually making their own decisions. Do not take every time you have to make something up on the spot as indication you have to dive back into worldbuilding.

Conclusions

Setting goals for your worldbuilding can be a great tool for managing your progress, which allows you to both guide the direction of your worldbuilding, as well as aid in the avoidance of the dreaded worldbuilding disease! Setting goals for your worldbuilding also give you the added benefit of helping you develop more fleshed out worlds, as it encourages you to cover all the facets of the world you actually want to cover, as opposed to getting sucked down the rabbit whole of a handful of details, at the expense of others.