Three Ways to Worldbuild with Your Group

So I’m on the cusp of starting a new campaign with a new group and I’ve decided to try something different. Instead of simply making a new world on my own or running a published setting, I thought it would be fun for my new group (it’s the first campaign for all of them) to make a world with me. I’ll go deeper into the process, which has been working splendidly, after we’ve finished, but first some other ideas for worldbuilding as a group:

The first idea is pretty simple. You start with an essentially blank slate. Then, each player adds one element to the world that ties to their characters backstory. For example, the dwarf is from a mountain stronghold that was once lost to his people (yeah, I recently saw the Hobbit…) or the druid is a member of a powerful secret order. The major idea here is that each player will give you something juicy to work with and then you, as the DM, incorporate that element deeply into your campaign.

The next idea is for a group that wants to return a former campaign world years later. Worlds change and evolve over time, not just in the ways your old characters affected it, but in completely organic, natural, and sometimes surprising ways. Instead of coming up with all this on your own, write a bunch of generic world changes on sheets of paper like “This group has come to power because of…” or “This city is now under a different rule.” Then have the players pick these sheets of paper out of a hat and describe the changes they pick. This will give them an active say in how the world grows while they’re away from it.

The final one here might be cheating. You have the players design their own vessel. It could be an airship, traditional ship, submersible, or even a spelljammer (magic spaceship for those who don’t know) and the campaign centers on their travels in that vessel. While you are still designing the various exotic locales they’ll visit, they’ve decided with their vessel the types of adventures they want to have. The places they’ll visit in a spelljammer are very different from where they’ll go in a sailing ship.  They still have a say in the kinds of places being visited. And you can always have them make up the places too.

Letting your players in on the world building process doesn’t only take some of the work out of your hands, it also makes a world your players are much more invested in. As someone who is currently on both sides of this (playing and running), I would suggest group worldbuilding to every group. At least once.

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