Chapter 3 How to Get Started Creating a World

DOI: 10.1201/9781003345619-4

The conceptual phase of worldbuilding, despite the importance it serves as a story engine and as the groundwork for mechanics, is a practice best done with careful consideration and intentionality. It’s easy for conceptual worldbuilding to become a hyper fixation, an overly detailed deep dive with far more information than is useful (both in terms of what can be applied to games, but also creating a document that is cumbersome to navigate or that others on your team won’t use). It’s fun to see all the ways in which your world can grow and expand but knowing when to stop worldbuilding in concept and when to start finding avenues toward expressing that worldbuilding in ...

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