
Genre + Theme is your foundation. Conflict is your engine. Setting is the stage that makes the engine matter.
If you haven't taken a look at the previous blogs I've written about genre, theme, and conflict, I'd highly recommend it before reading about setting. If you're still interested in reading about setting, I'll give you a quick summary of everything else to help you get caught up. Genre is a tool that sets expectations for tone, scale, rules, pacing, and visuals. Theme is the idea your world keeps asking questions about. Conflict is a force that creates friction in your world. Once you've decided on your genre, theme, and conflict, it would probably look like this:
Example: “This is a dark fantasy world about faith, where the gods left their chosen faithful to govern the world in their stead. A spreading blight threatens food supplies, causing migration, riots, and violent control of farmland.”
From here, you can start working on your setting.
Previous: Genre + Theme: The Foundation of Worldbuilding
Setting is the answer to:
“Where does this conflict create the most usable story?”
Setting will always include a place, but it also includes who controls what, what people can and can't do, what's rare, restricted, or forbidden, what threats are normal, and what daily life looks like under pressure. If conflict is considered the engine of your world, then the setting is the road. It will determine what movement looks like.
This is the easiest way to create a setting that can support a full story or a full game world without drowning yourself in details.
Global is the high-level layer that explains why everything works the way that it does. It doesn't need to be considered as a giant map or a travel guide. At this scale, all you need to do is answer a handful of questions and move on to regional. Remember that you aren't building a comprehensive Wikipedia for your setting. Of course that is possible if you would like to do that, but it's often unnecessary.
Global answers:
This is where you expand on your genre, theme, and conflict. I also want you to think about it as what will inevitably be your world's operating system. The following is a simple checklist that shows you what global looks like in practice. Remember that you want to keep it short and usable:
When it comes to writing a book or creating a full setting for a TTRPG, this is all that you'll need. You don't need to write your own Silmarillion about the setting you're building.
This is where you show that the world is alive outside of the main characters. This is the layer where trade routes shift, alliances form and break, threats migrate, policies change, and shortages spread. Regional should feel like a background machine that keeps turning, whether anyone is watching or not.
Regional answers:
Something important to note is that the regional layer often contains the “real solution” to the local troubles. It should always be unreachable at first, but not impossible. It should be gated by time, risk, knowledge, permission, or capability. There needs to be some kind of barrier that prevents the protagonists or the players from reaching it immediately.
You'll also want to make regional unreachable without feeling forced. The following are some examples of good gates that feel natural:
The Lord of the Rings is basically a masterclass in making the regional solution feel real and earned, especially because the protagonists start off as hobbits. Hobbits are small, unknown, under-resourced, and out of their depth.
Local is where you spend your entire budget on detail. It's where the conflict naturally produces the most hooks and where the protagonist or players can actually go.
A strong local layer usually has two parts:
Local also benefits from an open surrounding area that can be populated with lighter supporting locations as needed.
Local should be built to support:
The base location is your starting hub. It's your home ground where the story begins. There are several things that make a base location work best. You always want it to have a clear identity that matches the genre and theme. It should immediately be clear how it feels to be living here. It should also be close enough to trouble so that hooks can be easy to introduce. There should be familiar faces and routines that can be disrupted by conflict.
There should also be a reason to return to the base location. There can be a promise of safety, accessible services, important relationships, or obligations that have to be fulfilled. It should also be easy to expand the starting hub naturally as the story grows. New areas can open up, and new problems can surface that bring the protagonist or players back.
The base location is where you can anchor:
Local answers
A strong local layer is a story machine: it keeps producing meaningful choices without you having to invent everything from scratch.
Reusable places
You want a handful of locations that could generate multiple scenes. A common target would be somewhere around five or more, but the real rule is just enough places that you can keep returning without it feeling repetitive.
Aim for places like:
You don’t need dozens. You need a small set with depth and repeatability.
This is where supporting locations with lighter detail can be found. Local shouldn't only be major set pieces. You also want an open area around the hub that is easy to extend. The surrounding space should be close enough to reach without major barriers, support quick hooks (deliveries, meeting people, sightings, strange changes, etc), and allow you to add supporting locations that don't require a lot of time and effort to come up with.
Supporting locations can be simple:
They exist to:
Locals should always be designed to grow outward as the protagonist or players grow. The growth is how local branches toward the regional layer.
A clean structure looks like:
This keeps the regional layer present without letting it be skipped.
The setting ladder is kind of similar to the conflict ladder, where you start at the largest scale and work your way down. Use the setting ladder to keep things complete enough for a real setting:
If you can do those four, you have a setting that supports long-form storytelling.