This is a technique for a ‘history-forward’ method of worldbuilding. One where you first construct the history of a location and use that to inform that day-to-day world that your players will encounter. It works for pretty much any size of area, from an individual structure (such as a dungeon) to an entire planet or solar system. I generally use it for towns, villages and any ruin or similar where the party are likely to spend more than a couple of sessions.
The term ‘minimum viable worldbuilding’ refers to the overarching goal behind this. You want to give your players enough material to make a location feel like it has both a past and a present, with multiple threads (and possible interactions between them) to explore. Locations that are entirely ‘past’ feel static - implausible in the way that some unlooted places in open world videogames are. Locations that are entirely ‘present’ feel generic, as there is no context or contrast with whatever the current crisis or rumour is. However, no GM has the time to prepare a fictional history that even comes close to that of the real world, and to do so would fix it too rigidly, incapable of further evolution).
Basically, you’re aiming for somewhere between a Rothko (wherein the absence of detail leads to divergence between what different players project onto it) and a Bosch (time-consuming and leaves you a prisoner of your own detail if you wish to adjust something during play).
Note that I cannot help but look for Wally (Waldo to the Americans) in Bosch paintings. Look, there he is, getting eaten by a half-beetle, half-sparrow.
The basic principle is to answer the question “What happened here five _________ ago?” Where the blank can be any unit of time from seconds to millions of years. We choose five different units of time, thus asking five slightly different questions. From these we creatre a timeline with intervals that get exponentially longer the further back you go. The different units will also impact the nature of answers, and how they are expressed in the world.
Aim for your answers to be unique to that area. For example, if something is an answer for two adjacent towns, then it’s actually an answer to the same list of questions for the region, not an individual town.
You can also add one or more pieces of implied information that player characters would encounter in the present. Some of the examples below have had this added. This then leads onto the following section, in which we derive interactions and situations.
Millions of Years Geographic features. Key steps or divergences in the evolution of plants and animals. Deposits of geological resources. Creation myths and similar works of great, fundamental magic.
Millenia Events described in holy books, philosophical tomes or oral traditions. Extinct civilizations with dead languages. Ruins where the purpose of them and/or their method of construction is unclear.
Centuries Things recalled by longer-lived species. Building of a structure where the architecture and use is still clear today, even if ruined. A notable battle or other victory (legal, magical, political) with wide ramifications.
Decades Within the living memory of the oldest humans. The establishment of current borders/jurisdiction. A natural disaster that is hoped never to be repeated. The last time a now abandoned structure was used.
Years Changes of ruler/government. An unsolved crime still lurking in local memories. The war responsible for the ongoing insurgency. A decision or event that is still being argued about by older people.
Months The happenings of the previous season. An ongoing legal dispute. A scandal fresh in local memories.
Weeks The most recent news from a distant place (in a pre-telegraph world). The latest crisis for local government.
Days Gossip and rumour that is the current ‘talk of the town’. Events that are likely unknown to those outside this local area.
Hours Occurences of the previous day or night. Things that people are still learning about and reacting to.
Minutes The immediate aftermath is experienced by the player characters. The event could still be ongoing or have people instinctively reacting to it.
Seconds Inciting incidents. Things that the player characters can observe directly and react to.
As an example of putting this into practice, let’s consider the town of Ambridge as an example. We aren’t trying to draw connections at this stage - just throw some interesting and varied answers down on a piece of paper.
“What happened here five centuries ago?” A group of desperate travellers chanced upon a large, abandoned orchard. Who planted it remains unclear.
“What happened here five decades ago?” A power struggle as the last of the Hanley family passed away without issue.
“What happened here five years ago?” The murder of popular blacksmith Earl Connely. It remains unsolved.
“What happened here five weeks ago?” Reports emerged of merchants being attacked on the West road. The attackers work at night, are humanoid, cover their faces and mostly take valuable cloth or thread.
“What happened here five minutes ago?” A cryptic symbol appeared on the wall of the Goose & Gander. It is green, luminous and slimy. It resembles an octopus caught in a spiderweb.
We then take these answers and look first at what is immediately obvious - what would the characters notice or be told about as soon as they enter? Then we move onto deeper reasons behind what is happening, and the connections between them. Finally, we ask what is hidden and secret, and what motivations are behind the events that have happened or are unfolding?
As the characters enter the town:
As they learn more and spend more time here:
And if they themselves investigate:
Even in 2022, tabletop RPG blogs are required by law to feature at least one still from this film. I have chosen to get mine out of the way early, but write to your local representative today to spur change.
Measuring both time increments and the number of questions as the same number makes it easy to remember. Moreover, the rule of three is already a thing, and also three doesn’t feel like quite enough. The idea here is to imply greater depth - by creating just enough material that the details and ramifications of it can’t be summarised in just a single conversation. Five things gives you ten possible interactions between them all - more if you have three or more things all interact simultaneously!
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