TTRPG REVIEW: The Ultimate RPG Worldbuilding Deck
No matter what anyone tells you, you don't need generative AI to help you build a game setting. All you need is some human collaboration—or, failing that, a creative jump-start from James D'Amato.
I've reviewed so many RPG tools from D'Amato here on my blog, from storytelling games to book that help you build a fully fleshed-out character. His latest contribution to the GM's toolkit is The Ultimate RPG Worldbuilding Deck: a set of cards that can be used alone or collaboratively to add details to your campaign or setting.
At the moment, as many of you know, I'm running a Girl by Moonlight campaign. As my players are about to go somewhere new and meet several new people, I figured this was a perfect opportunity to put the latest deck to work. For the purposes of the single session coming up, I pulled two cards from each of the five categories: People, Places, History, Rumors, and Institutions. Since I had a fairly solid idea of where these new elements would fit into the story, I allowed myself to switch out cards if something simply did not fit.
Each card gives you a heading that dictates what this person, place, or thing is. A Thief. A Sad-Sack. A Burial Site. An Accord. And so on. Underneath that, on the top half of the card, is a set of fill-in-the-blank or multiple choice questions. You don't have to create anything whole-cloth for the questions at the top. If you're stuck, you can flip a coin or roll a die to fill in answers.
Once that first half of the card is done, the second half then asks a series of questions based on what you've decided. This is where it's time for your own brain to tick over. But even if you're feeling a little blocked or uncreative, there are two things that make this easy. First, the questions generally start by stating a fact and asking you to elaborate. For example, rather than simply asking "what is this NPC like," the card might tell you that the character has a false exterior, then ask what they are hiding beneath it.
The second thing that helps is that every card asks two questions about how this new story element relates to a PC. For example, which PC does this character become fascinated with? Or, which PC has extra expertise that helps them adapt to a certain new place? I found that, by imagining my group in action, I had more ideas at the ready. This also serves the purpose of ensuring that every new addition serves the party and gives at least one player a chance to shine.
As a multiplayer experience, it's a bit like The Quiet Year, albeit without the mapping element. As players draw cards, they bounce ideas off each other, slowly creating a world that builds on everything that's come before. Much like D'Amato's Oh Captain, My Captain!, this feels like it could also be a great warm-up when played with fewer cards. If you happen to be GMing for a game that encourages collaborative worldbuilding, this could also be a way to get ideas flowing.
I have yet to encounter something from the Ultimate RPG Series that disappoints. Everything I read or play goes directly on my gaming shelf, if not directly into my gaming bag. This series has measurably improved my gaming experience both as a player and a GM, and this in particular is a tool I'll be pulling off the shelf on a regular basis.
The Ultimate RPG Worldbuilding Deck is now available from Adams Media.
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