Crafting an engaging world


Homebrew and House Rules


So, I've been playing the game for a while now, but I've only ever run Adventure Paths and done some PFS games. I've collected a ton of Pathfinder material, though, and I'm really interested in using it to begin creating my own settings and campaigns.

My big question is; where do you start? It seems like there are nearly an unlimited number of things you could prep and add detail to. What techniques do you guys use to start fleshing out a world and its driving forces? Also, please feel free to share any blogs/articles that help inspire you.


I first started building my campaign setting back in high school, and it was pretty simple. I wanted a weird west style world. So I came up with a general idea of a place called "the frontier", plopped in a few towns, and then slowly expanded on the world throughout different campaigns.

I've found that keeping places kind of vague until your players actually get a chance to visit them not only makes them more memorable, but also helps the players feel that they're actions are shaping the world, leaving a lasting impact.

I believe somewhere in the Core Rulebook is the the phrase "steal shamelessly". Don't be afraid to borrow tropes, or even characters from other media that fits your setting. But then make those elements your own within your setting. What would Rooster from "True Grit" be like if he were a gun-toting wizard? What if the Quiggley from "Quigley Down Under" was a dwarven legend? How does a duel at high noon work when one of the fighters might be bringing a magic sword to a gun fight?

You don't have to build your world all at once, and trying to do so can lead to boring parts of the world that were thrown in just to "pad things out". Instead, start with a basic premise, and go from there. Try to let things evolve naturally.


There was a truly excellent monthly in Dragon Magazine called Dungeoncraft by a guy called Ray Winneger. It took you through the steps for creating an adventure world and I must say it was a blast.

If you google, Dungeoncraft Dragon Magazine you will find a website with all the articles in full. I'll never be able to give you better advice than is written there.


And speaking of tropes...


The GM Guide has some great advice on aspects of your world to consider. You can also check the Kobold Guides for excellent advice. Myself, I usually start with putting pencil to paper and drawing a map. For whatever reason, geography kickstarts my creativity. You don't need much, just a general overview and a place to start in.

Additionally, consider the lore of the play area. It really helps a place feel authentic when a millennia of history, myth, and legend fills the libraries of your world.

Who rules? Who is worshipped? Who wants to usher doom? Who secretly pulls the string? Questions are good, and you can create the answers later on down the line. Plant a seed and watch it grow.


I've found these New World articles by Rich Burlew can be of decent use.

Personally, I start with "What are the themes of the setting going to be and how can I give them focus?". For example, the current setting I'm working on is focused on philosophy and the afterlife, so I'm giving most of my focus towards the planes.

When it came to races in the setting, I made sure that each gave narrative opportunities and thematic ties to philosophy, afterlife, or
the planes.

When it comes to the different factions of outsiders I gave them more attention and tried to give them motivations and philosophy beyond alignment.

Basically, focus on your themes.

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A good step is find out what interests your group.

I honestly have too many world ideas..


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Worth every penny.

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