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This is Game Theory — Worldbuilding 101 What Is Worldbuilding? • Art of creating believable, immersive fictional worlds
• Foundation of every great fantasy story—novels, D&D campaigns, video games
• Well-built world feels real: has history, culture, geography, rules that make sense
• Poorly built world feels shallow and breaks immersion
Geography: The Skeleton of Your World • Shapes everything else—mountains create borders, rivers enable trade, deserts isolate civilizations, coastlines encourage naval power
• Think about how geography affects people who live there
• Tolkien's Middle-earth: Misty Mountains divide continent, Mordor surrounded by mountains/wastelands (natural fortress), Shire fertile and isolated (explains peaceful Hobbits)
• Geography isn't just a map—it's reason why cultures develop the way they do
• George R.R. Martin's Westeros: North is cold/harsh (tough Northerners), Reach is fertile (wealthy/populous), Dorne is desert (distinct/defensive culture)
• Geography creates diversity, diversity makes worlds interesting
Culture: The Soul of Your World • Language, religion, customs, values, social structures
• Every culture should feel distinct but make sense within environment and history
• Avoid "planet of hats" trope—every member identical
• Real cultures are diverse with internal conflicts and subcultures
• The Witcher: Northern Kingdoms aren't monolith—Redania (theocracy), Temeria (feudal), Skellige (warrior culture, Norse influences), Nilfgaard (expansionist empire, Roman aesthetics)
• Each culture has own identity, identities clash in believable ways
• Brandon Sanderson's Cosmere: each planet has unique cultures shaped by magic systems and histories
• Scadrial: rigid caste system (Lord Ruler's thousand-year reign)
• Roshar: cultures shaped by Highstorms and constant threat of Voidbringers
• Culture isn't random—it's response to environment, history, conflict
Economy: Often Overlooked but Critical • How do people make money? What do they trade? What resources are scarce?
• Economy drives politics and conflict
• Rare magical resource = wars fought over it
• One region controls food supply = leverage over everyone else
• A Song of Ice and Fire: Reach controls most of Westeros's food production (why House Tyrell is powerful), Iron Islands poor in resources (turn to raiding), Free Cities of Essos wealthy (control trade routes)
• Economy isn't just background detail—it's driver of plot
Magic Systems: Hard vs. Soft • Hard magic: clear rules and limitations
• Soft magic: mysterious and unpredictable
• Both can work but serve different purposes
• Brandon Sanderson: master of hard magic
• Mistborn's Allomancy: strict rules, burn metals to gain specific powers, limitations create tension and problem-solving
• Stormlight Archive's Surgebinding: tied to oaths and ideals, magic feels earned, rules create dramatic stakes
• Soft magic works when used sparingly
• Tolkien's magic is soft: Gandalf's powers vague (intentional), magic in Middle-earth ancient and mysterious, not a tool but force of nature
• Soft magic works when it enhances atmosphere, fails when used as plot device to solve problems
• Key: internal consistency—whatever rules you establish, stick to them
• Magic requires sacrifice = always requires sacrifice
• Dragons can't fly in cold climates = never fly in cold climates
• Consistency builds trust with audience
History Gives Your World Depth • Every culture, conflict, institution has a past
• Don't need thousand-year timeline, but should know major events that shaped world
• Why are these kingdoms at war? What ancient empire collapsed? Why do people fear the forest?
• Tolkien built Middle-earth's history over decades—Silmarillion covers thousands of years of lore
• Most readers never see that detail, but it informs everything in Lord of the Rings
• Weight of history makes world feel real
• The Witcher's Conjunction of the Spheres: event that brought monsters, magic, humans to world
• Ancient history but explains why world is the way it is
• Don't need to explain everything, but need to know the answers
Religion and Mythology • Shape how people see the world
• What gods do they worship? What creation myths? How does religion influence politics and daily life?
• Religion isn't just window dressing—it's lens through which people interpret reality
• A Song of Ice and Fire: Faith of the Seven, Old Gods, Lord of Light all real forces with real consequences
• Religion drives characters like Melisandre and High Sparrow
• Not just flavor—source of conflict and motivation
Common Pitfalls to Avoid • Don't make every culture a monolith
• Don't ignore logistics: food, water, travel time
• Don't use magic as deus ex machina
• Don't copy-paste real-world cultures without understanding them
• Don't worldbuild for sake of worldbuilding—every detail should serve the story
Practical Advice • Start small: don't need to build entire planet on day one
• Start with village, city, or region—expand as needed
• Focus on what matters to your story
• Political intrigue campaign = develop noble houses and rivalries
• Exploration campaign = develop wilderness and dangers
• Use iceberg method: show 10% of world, know 100%
• Players/readers don't need to know every detail, but you should
• That knowledge makes world feel lived-in and real
• Steal from the best: Tolkien (Norse/Celtic mythology), Martin (Wars of the Roses), Sapkowski (Slavic folklore), Sanderson (physics/chemistry)
• Inspiration isn't theft—it's foundation of creativity
Final Thoughts • Worldbuilding is a craft—takes time, iteration, attention to detail
• When done right, transforms story from good to unforgettable
• Best worlds feel like places you could visit—have rules, history, soul
• Not just backdrops—characters in their own right
• Whether you're DM building campaign, writer crafting novel, or gamer exploring someone else's creation, worldbuilding is what makes fantasy magical
• It's difference between a setting and a world
That's Game Theory. Subscribe if you haven't already.
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