How to Do Worldbuilding in a Story

by | Writing Tips

How to Do Worldbuilding in a Story Without Losing the Plot

I need to tell you something embarrassing before we start. When I was nineteen, I spent two full years worldbuilding for a fantasy novel. I drew maps. I invented languages. I wrote a 40-page document on the political history of a fictional empire going back 600 years. And I never wrote the book. Not a single chapter. Because by the time I was done building the world, I realized the world didn’t fit the story I wanted to tell. The world had become the project, and the actual novel — the characters, the conflict, the thing a reader would care about — had disappeared somewhere behind a mountain range I’d named in a language I’d made up.

So when someone asks me how to do worldbuilding in a story, my first answer is always: make sure you still have a story. That’s not a joke. It’s the most important thing I can tell you, and it took me two wasted years to learn it.

Do You Actually Need Worldbuilding?

Before you start sketching maps or inventing customs, ask yourself a blunt question: does your story require it?

Not every book needs worldbuilding. If you’re writing contemporary fiction set in a real city, you don’t need to build a world — you need to describe one that already exists. Your job there is research and observation, not invention. Same goes for most literary fiction, memoir, and realistic genres. The world is already built. You just need to render it well.

Worldbuilding becomes necessary when your story takes place somewhere that doesn’t exist — or in a version of reality that’s been significantly altered. That covers a lot of ground:

  • Fantasy — from epic secondary worlds to urban fantasy where magic sits alongside modern life
  • Science fiction — whether you’re on a space station, a terraformed planet, or a near-future Earth reshaped by technology
  • Dystopian and post-apocalyptic fiction — the rules of society have changed, and the reader needs to understand how
  • Historical fiction with speculative elements — alternate histories, steampunk, magical realism layered over real events

If your story falls into one of these categories, yes, you need worldbuilding. But the amount you need is probably less than you think — and that’s where most of us get into trouble.

Start With the Story, Not the World

This is the single most useful thing I’ve learned about how to do worldbuilding in a story, and it goes against every instinct you have if you’re a fantasy or sci-fi writer who loves the building part.

Your world exists to serve your story. Not the other way around.

That means before you decide what the currency system looks like or how the magic works, you need to know what your story is actually about. Not the plot — the deeper thing underneath it. What’s the theme? What’s the question you’re exploring? What’s the emotional or moral core that’s going to make a reader care?

When I look back at my two years of wasted worldbuilding, the problem wasn’t that the world was bad. It was detailed and internally consistent and I was genuinely proud of it. The problem was that I built it in a vacuum. I didn’t start with a story question. I started with “wouldn’t it be cool if there were floating cities?” and just kept going from there. Cool doesn’t carry a novel. Theme does. Conflict does. Character does. The world is the stage — it’s not the play.

Your World Should Reflect Your Theme

Here’s where worldbuilding gets interesting from a craft perspective. The best fictional worlds aren’t just backdrops — they’re arguments. They embody the story’s themes in their structures, rules, and contradictions.

Think about it. If your story is about class inequality, then the physical and social structure of your world should make that inequality visible and felt. Maybe there’s a literal vertical divide — the wealthy live above, everyone else lives below. Maybe access to magic or technology is gatekept by birth. The world becomes a manifestation of what the story is trying to say.

If your theme is freedom versus security, build a world where that tension is baked into the landscape. A walled city that’s safe but suffocating. A wilderness that’s dangerous but limitless. Now your setting isn’t just scenery — it’s pulling the reader into the central question every time you describe a location.

This is what I mean by structural worldbuilding. You’re not building a world for completeness. You’re building the parts that press on the story’s bruises. Everything else can stay vague or implied.

The “What Does My Story Need?” Test

Every time I sit down to worldbuild now, I run every decision through one filter: does my story need this?

My character needs to travel from one city to another. Do I need a full map with every town along the route? No. I need to know how long the journey takes, what the terrain feels like, and whether the road is dangerous. Those details serve the scene. A comprehensive map serves my ego.

My story involves a magic system. Do I need to define every rule and limitation before I start writing? Maybe. If magic plays a central role in the conflict, then yes — the reader needs to understand the stakes, and you need internal consistency. But if magic is atmospheric rather than mechanical, you can keep it looser. Not every story needs a Sanderson-style hard magic system. Sometimes mystery is more powerful than rules.

A practical framework I use now:

  • What does the plot require? Build the systems, locations, and rules that directly affect what happens in the story.
  • What does the character require? Build the social structures, cultural norms, and power dynamics that shape who your characters are and what they want.
  • What does the theme require? Build the elements that mirror, challenge, or complicate the central idea you’re exploring.
  • Everything else? Leave it alone. Or keep it in your notes as background texture you can draw on if needed. But don’t let it into the manuscript unless it earns its place.

How to Know When to Stop

This is the hard one, because worldbuilding is genuinely fun. Drawing maps is fun. Naming things is fun. Figuring out how the economy of a fictional country works is weirdly satisfying. And that’s exactly why it’s dangerous. It feels productive without actually being productive — at least not in the way that gets a book written.

I know this because I lived it. Those two years I spent worldbuilding weren’t lazy years. I was working hard. I was thinking deeply. I was filling notebooks. I just wasn’t writing a novel. And at some point, the worldbuilding became a way to avoid the scarier, harder work of actually drafting — of putting characters on the page and making them do things and risking the possibility that it wouldn’t be good enough.

So here are my personal rules for when to stop:

Stop when you can describe your world in a conversation. If someone asks “what’s this story about and where does it take place?” and you can answer in a few sentences with enough detail to make them curious, you have enough. If you need twenty minutes and a whiteboard, you’ve gone too far.

Stop when you catch yourself avoiding the draft. Be honest with yourself. Are you still worldbuilding because you genuinely need more information to write the next scene? Or are you doing it because it’s more comfortable than facing the blank page? I’ve been on both sides of that line, and the difference is usually obvious if you’re willing to admit it.

Stop when the worldbuilding stops serving the story. If you’re building things that no character will ever interact with, no scene will ever reference, and no reader will ever see — you’re writing an encyclopedia, not a novel. Save it for the appendix if you want, but get back to the draft.

Stop when you’ve covered the three pillars. If you’ve built enough to support your plot, your characters, and your theme, that’s your foundation. You can always add more later as the draft reveals gaps. In fact, that’s a better way to do it — building reactively as the story tells you what it needs, rather than proactively trying to anticipate everything.

Build From the Ground Your Characters Walk On

One shift that completely changed how I approach worldbuilding: I stopped building top-down and started building from character level.

Top-down worldbuilding is when you start with the big picture — the continent, the history, the political systems — and work your way down to the individual’s daily life. It’s the approach I took at nineteen, and it’s the approach that leads to 40-page lore documents and no novel.

Character-level worldbuilding starts with a person. Where does she wake up in the morning? What does she eat? What does she see on her way to work? Who has power over her, and how does she feel about it? What’s normal to her that would be strange to us?

When you build this way, you only create what the story touches. Your character lives in a city? You need to know her neighbourhood, her daily routines, the parts of the city she’s afraid of. You don’t need a full city plan with population demographics — unless she’s a census worker, in which case, fair enough.

This approach also makes your worldbuilding feel more organic on the page. Instead of dumping exposition about how the government works, you show your character navigating a bureaucratic system that frustrates her. The reader learns the world by living in it alongside the character, which is always more engaging than being lectured about it.

The Iceberg Principle Still Holds

You’ve probably heard the Hemingway iceberg analogy applied to writing. It works perfectly for worldbuilding too. The reader should only see about ten to twenty percent of what you’ve built. The rest stays below the surface, giving the visible part weight and stability.

The mistake isn’t knowing more than you show. That’s actually ideal — it gives your writing confidence and consistency. The mistake is trying to show everything you know. That’s how you end up with three-page descriptions of a market square or a character monologuing about the history of a trade route that has nothing to do with the scene.

Trust your reader. Drop details naturally. Let them piece things together. A character casually mentioning that “the northern gates have been closed since the plague year” tells the reader a huge amount about this world — there was a plague, it was bad enough to be a landmark in time, the north is associated with danger or disease — without stopping the story for a history lesson.

Worldbuilding Is a Tool, Not a Destination

I still love worldbuilding. I probably always will. There’s something deeply satisfying about inventing a place and making it feel real. But I’ve learned — slowly, painfully, after two years of maps that led nowhere — that the world is only as good as the story it holds.

So if you’re figuring out how to do worldbuilding in a story, start with the story. Know your theme. Know your characters. Know what question you’re asking. Then build exactly as much world as you need to ask that question well — and not a page more. You can always go back and add. You can’t get back the months you spent building a world that doesn’t have a novel living inside it.

I wish someone had told me that when I was nineteen, hunched over my fifth hand-drawn map, convinced I was almost ready to start writing. I wasn’t. I was hiding. Don’t be nineteen-year-old me. Build the world your story needs, and then write the damn book.

Subscribe to Writing Prizes Alerts

Never Miss a Writing Competition Again

Get monthly alerts with upcoming writing competitions to win money. Save 3-5 hours per week searching contest sites and focus on writing instead.

📅 Curated competition alerts delivered monthly

⏰ Save hours of research time

🏆 Exclusive access to premium templates

Just $6.99/month (50% off)

Get ahead of other writers. Spend less time hunting, more time winning.

Know a WriterWho Needs This?

Find Writing Prizes helpful? Bookmark our site and share it with your writing circle. Help fellow writers discover competitions worth entering.