Worldbuilder’s Toolkit

Notes on worldbuilding software, kept since the early nineties.

The best way to organise your worldbuilding

The structure that survives is the plainest one: one entry per named thing, a handful of fields each, and links instead of prose describing links. Almost every organisational problem in worldbuilding comes from breaking one of those three, and almost every abandoned world broke the second.

Make an entry, not a folder

Folders force a thing to live in one place. A character belongs to a family, a city, a faction and an era at the same time, and the moment you file them under one you have lost the other three.

Entries plus links express that natively. The city links to the faction that holds it; the character links to both; the era links to the war that defines it. Nothing has to be filed, and every relationship is navigable from either end.

Use folders for housekeeping if you like, with all characters together, but never as the structure that carries meaning.

What earns an entry

Anything with a name that appears more than once.

A tavern mentioned once in a scene is a detail; it belongs in that scene’s note. The same tavern in three chapters is a place, and it needs a page, because you now have to keep it consistent.

The rule stops worldbuilding from becoming procrastination. If a thing has never appeared and is not about to, it does not get a page. It can live in a single file of ideas until it earns one.

Three to five fields

Every field you add is a field you fill for every entry, forever.

A character template with twenty-five fields gets filled properly for the first four characters. Then it degrades, and a half-filled template is worse than none, because a blank field no longer distinguishes “unknown” from “never got round to it”.

Start with:

Entry typeThe fields that earn their place
PersonWhat they want · who they are linked to · what they currently believe
PlaceWhere it sits relative to two others · who holds it · what happened there
FactionWhat it wants · who leads it · who opposes it
EventWhen in the world’s calendar · who was present · what changed

Add a sixth field only after you have gone looking for it twice.

The field most often missing and most often needed is what a character currently believes. Most contradictions in a long project are somebody knowing something they were never told.

Build a spine first

Before the entries, settle the handful of facts everything else hangs from. Usually five or six:

  • What the central conflict is about, in one sentence.
  • What the magic or technology costs, rather than how it works.
  • Who currently holds power and how they got it.
  • What happened roughly a generation ago that everyone still reacts to.
  • How long it takes to cross the map.

That last one looks trivial and prevents an entire category of error. Fix a travel rate once and every journey length is derived rather than invented to fit a chapter’s pacing.

With a spine, improvised detail lands consistently. Without one, month six produces two incompatible answers to the same question and neither is wrong.

Mark what is settled

Put a status on every entry:

  • Settled: written into a finished draft or played at a table. Changing it costs a rewrite.
  • Provisional: decided but not yet used. Free to change.
  • Abandoned: considered and rejected, kept deliberately.

The third looks like clutter and is not. Without it you will re-invent in month nine the idea you rejected in month two, and you will not remember why you rejected it.

This is also the difference between a world one person holds and a world two people can share. One builder can keep “settled versus provisional” in their head; two cannot, and the threshold for writing it down is two.

Throw things away

The instinct to keep everything is what makes worlds unusable. An entry you have never opened is not an asset; it is a thing you scroll past while looking for something real.

Once a year, delete or archive every entry that is provisional, unused, and older than the last draft. If it mattered you will invent it again, and better.

Where this lives

The requirement is typed entries that link to each other. Tools that do this well are compared in the best tools for creating fictional worlds. The short version: vvd or Kanka if you want it assembled with a free tier to test on, Obsidian if the files must be yours, World Anvil if you want maximum structure and will spend a week learning it.

A folder of documents is genuinely fine under about fifty entries. A tool you never open is worth less than a folder you do.

Frequently asked

How should I structure my worldbuilding notes?

One entry per named thing, three to five fields each, and links instead of descriptions of links. Resist folders as your primary structure, because a thing usually belongs in several places at once and folders force you to pick one.

How much detail is too much?

Detail you have not used is cost you will carry forever. Invent when the story needs it. A world with fifty used entries beats one with five hundred entries nobody has read.

Should I plan the world before writing, or build as I go?

Build a spine before you start, meaning the handful of facts everything else hangs from, then let the rest arrive in the draft. Fully planned worlds read as planned, and fully improvised ones contradict themselves by month six.

How do I stop my worldbuilding becoming procrastination?

Tie every entry to something that exists. If a place has never appeared in a scene and is not about to, it does not get a page. This one rule removes most of the problem.

Written by Scott. Last checked over 21 September 2026.