Worldbuiling Without Building Anything

One of my favorite parts of preparing for the start of a new tabletop game is the moment when everything crystallizes. Whatever errrant thought, subtle influence, or bright flash of inspiration you needed arrives and suddenly it all makes sense. You can see the strings the world dances upon and understand the way everything moves within it. It is the moment when you go from wondering what might be and pondering unknowns to knowing what is and looking for what might change. In the world I ran in a few Dungeons and Dragons campaigns starting back in 2019, this moment came as I was taking a break from my then-panicked preparations to do something fun and relaxing. I was watching Spider-Man: Into the Spider-Verse on Blu-ray not long after it was finally available for purchase and the whole campaign setting crystalized around the idea of missing heroes. It was a fairly simple idea, but that last piece of information fitting into the puzzle meant everything else clicked into place as well. Suddenly, I knew what was going on and what everyone was motivated by. It was a relevatory moment and something I’ve enjoyed every time something like it has come up any time I’m considering a story, be it something I’m writing, a tabletop game I’m putting together, or even just a video game I’m playing.

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Saying Farewell to My Favorite D&D Campaign

Last night, I sat down with the remaining players from my almost three-year-old Dungeons and Dragons campaign to talk through the end of the campaign. Though we struggled to have more than 1.5 sessions a month for most of that time, we got pretty deep into the paint. This was a world I created back in 2019 and have been running a weekly/weekly-adjacent game in ever since. It has a customized magic system (not THAT customized, but still tweaked a bit), an entire set of pantheons, complex geopolitical and economic systems, and was my attempt to create a “young world” for roleplaying games. I planned to carry the world through many campaigns, playing out its entire history with my friends as we progressed from one campaign to another. Now, as we move toward other systems and science-fiction themes instead of fantasy themes, I am revealing everything I’ve spent so long creating and saying my own farewells to this world as my players and I say farewell to the story we’ve spent time over the past three years telling.

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The Ground Itself Is My Favorite Worldbuilding Game

I’ve been playing Everest Pipkin’s The Ground Itself with one of my D&D groups lately, as we work on building out the world I created while writing about worldbuilding for Tabletop Roleplaying Games. It has been a lot of fun to create this location with my friends, all of us co-authoring the world’s elements as we build off each other’s ideas, take ideas in directions the others wouldn’t have considered, and generally have a more fun time than we expected we would. The open-ended prompts based on the deck, the somewhat chaotic nature of drawing things from a deck (our first time period burned through half the deck before we got to jump in time), and the always energizing exchange as we flowed between casual, light roleplaying in a handful of scenes to discussing what one of us meant when someone established symbotic relationships with plant creatures. All of this has been a delight to share with my friends as we work on fleshing out a world to experience with characters we already care so much about.

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