Dungeon Master Tools – World Building
I almost feel like I don’t need to talk about world building for Dungeon Master Tools. But I want to keep on pounding on why this is important to do it in a way that doesn’t tire you out as the Dungeon Master. Everything I talk about is keep it simple and that’s the same for world building, so let’s talk about how you keep it simple. I’ll say this 100 more times, I’m sure, but as a Dungeon Master you want to keep it as simple as possible.
Dungeon Master Tools – World Building
Let’s first start off by saying, read what I wrote on story arcs. It is here. And that is going to be the framework for this world building discussion going forward. Why, because it breaks it down and keeps it simple.
So let’s keep going with our example from there and let’s just recap it a little bit:
- Find treasure
- Fight Mid-level boss
- Learn about Big Bad
- Search for way to stop Big Bad
- Get information from wizard
- Find artifact
- Confront big bad
We start with find the treasure. And I broke that down even more.
- Find Treasure
- Get party together and get quest
- Find where the dungeon is and travel there
- Explore dungeon
So now we’re down to “Get the party together and get the quest.” That is the point where you start your world building.
What Elements You Build
So, previously to this I talked about Session 1, you can find that here. And that gives a bit more context to this plan. The group gets a quest, they meet with the quest giver, they fight someone trying to stop them from going on the quest and they get more information about the location of the quest from an NPC. That is my plan for Session 1. And this is where I am going to pull out what elements I need to build.
I look at my description of what I want to do, I see two NPC’s in there. First there is the “Quest Giver” then there is the “Information Giver”. So I need to come up with stuff for both of them. I said in the Session 1 article, let’s have it be a bar where they meet the second NPC. So when I decide that location, that’s another thing for world building, what is the name of the bar. And I get a third NPC with the “Bartender”.
Next I want to ask myself some questions. Where do they get the quest? Where do they meet the “Quest Giver”? And finally, who do they fight? If I answer them with adventurers guild, their estate, and street gang, I now know a few more things for my world building, and that’s about it I need to do to get started.

Building The Elements
I’m going to give a couple examples of how to build. But we start at the top level and work down. And every element that I build is going to follow a standard format.
I want everything I do to have a pretty similar format. It doesn’t matter if it’s a location, country, NPC, they all are going to be pretty standard to try and make my life simpler as the Dungeon Master. I want to have name, defining feature, brief description.
Example – Quest Giver
Name: John Jacob Jingleheimer-Schmidt
Defining Feature(s): Snooty Aristocrat with too much time and money, also a triplet – all named the same.
Brief Description: He has a very fancy estate with lots of gaudy artwork, he himself is even more gaudy than his estate. And for a dwarf that looks out of place, but he doesn’t care and he is always talking about and showing off his wealth.
Example – Inn/Bar
Name: The Crooked Turnip
Defining Feature(s): Cheap as can be with a patronage that looks the same.
Brief Description: From the outside The Crooked Turnip looks like it shouldn’t be open and for a bar, it’s not that noisy. From the inside it looks like it’s just locals, people down on their luck, and the alcohol is the cheapest swill that you can get. If you order the pot roast, you’re pretty sure it’s just turnips.
And that is it. So let’s count, we have the quest giver, the information giver, the bar, the bartender, adventurers guild, estate, street gang, town, and country. I count nine total things that you need to come up with details on, and general details. I think a tenth might be the treasure’s location, but again, not in much detail. You don’t need to know what else is in town really. If you suspect your players will go shopping, as players do, then maybe a shop, and a shopkeeper.
Could you do more. Obviously, but the point is to do as little as possible. And to make it as easy for yourself as the Dungeon Master as possible. Plan what you need only and don’t overthink it.
Final Thoughts on World Building
You probably know the theme for these Dungeon Master Tools, keep it simple. And I want to keep on banging that drum. I love drawing out a good map, but is it needed for a town or country, not really. And if you want to draw a map, start the map with a shape of the country the town, and that’s it. As you add to the world each session build out more.
The final bit of advice for world building is let the player help. They decide to set-up their base of operations at an inn. They get to name the inn. Make your life simpler by only planning for what you know you will need. And everyone pitches in for those surprise elements of the game.
So what is coming next for Dungeon Master Tools?
- Combat
- Exploration
- NPCs/Social Interactions
- Meta Game and Players at the Table
And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you.
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