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Build a Whole World

Invent a story world only you could dream up, then turn it into a world bible you can actually build from.

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    01

    Pick your canvas

    Every world lives somewhere - on a page, in a comic, or inside a game.

    Pick the one you want to build for. This one choice shapes everything after it.

    There is no wrong answer. Pick the one that makes you excited to start.

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    02

    Set the mood

    A world hits you with a feeling the second you step into it.

    Is yours cozy or scary? Silly or serious? Bright or dark?

    One strong mood word becomes your compass for every choice ahead.

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    03

    Name your world

    A name makes a world feel real. It is the first thing people remember.

    Do not overthink it. Say it out loud - if it feels good in your mouth, keep it.

    You can always change it later. Worlds get renamed all the time.

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    04

    Build the main place

    Zoom in on one spot in your world where a lot happens.

    A floating market? A city inside a whale? A school under the sea?

    Show it, do not just name it. What would you see, hear, and smell there?

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    05

    Find your one big rule (with Claude)

    Every great world has one rule that makes it different from ours.

    Maybe lying is impossible. Maybe gravity flips at night. Maybe shadows are alive.

    Open Claude, paste the pre-prompt, and read the ideas it throws back at you.

    Then the important part: pick one you love, mix two, or write a better one yourself.

    what will really happen

    Claude throws back 6 ideas fast, but the first ones are often the most generic.

    Some will sound cool but not fit your mood - that is fine, your job is to pick.

    The best rule might be two of its ideas mixed, or one you write yourself.

    Open Claude (new tab)
    You are a veteran worldbuilding editor who has helped design settings for beloved books, comics, and games. I am building a [medium] with a [mood] mood. My world is called [world_name]. Here is the main place: [place]. Give me 6 short, surprising 'one big rule' ideas - a single law of nature, magic, or society that makes this world different from the real world. Each rule must fit the mood and create instant story trouble. Make them specific and weird, not generic. Number them, one line each, no explanations. After the list, ask me which one I want to keep or twist. Do not decide for me.
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    06

    Decide who lives there

    A world is empty without the people, creatures, or things that fill it.

    They do not have to be human. Robots, talking crows, tiny gods - your call.

    Think about how your one big rule shapes their everyday life.

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    07

    Meet your main character

    Now zoom all the way in to one person the story follows.

    Give them a name and one detail that makes them feel real - a habit, a fear, a scar.

    Heroes do not need to be perfect. Flaws are what make them interesting.

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    08

    Give them a want

    A character with no want just stands around. A want makes them move.

    What does your hero want more than anything? To go home? To be free? To prove someone wrong?

    The bigger the want, the bigger the story that grows from it.

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    09

    Find the big problem (with Claude)

    A world only comes alive when something is wrong and someone has to fix it.

    Time to stress-test your world. Paste the pre-prompt into Claude.

    It will pitch a few big problems built from YOUR world and YOUR hero.

    Read them, then write the one that makes your heart beat faster - yours, not the first one you see.

    Open Claude (new tab)
    You are a sharp story editor who helps writers find the beating heart of a story. Here is my world for a [medium] with a [mood] mood. World name: [world_name]. The place: [place]. The one big rule: [rules]. Who lives there: [inhabitants]. Main character: [hero]. What the hero wants most: [hero_want]. First, point out one thing about this world that could spark real trouble. Then pitch me 4 different 'big problems' - central conflicts that pit my hero's want against the world's one big rule. Each must be one or two sentences, high stakes, and only possible in THIS world. Number them. Do not tell me which is best - end by asking me to pick one or write my own.

    Did you pick a problem Claude offered, or write your own?

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    10

    Build your world bible

    You made every big choice yourself. Now snap it all together.

    A world bible is the one page every writer, artist, and game maker keeps close.

    Hit the button and watch your scattered ideas become a real, usable document.

    Do the steps above and your Build my world bible shows up here.
    hold on - judge it, do not celebrate
    • Is this the world you pictured, or just Claude's first suggestions?
    • What is the ONE part that feels generic or borrowed?
    • What would you change to make it a world only you could build?
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    11

    Ship it to the class wall

    A world kept secret helps nobody. Time to show yours off.

    Share your world bible on the class wall and tag it #GLUNTY so your crew can find it.

    Then go start it - write page one, draw panel one, or build level one. This story is yours.

The class wall - share yours

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Your World Is Real Now

You just built a whole world from scratch - the place, the rules, the people, and the problem that makes it move. Now go start it, because nobody else on Earth can tell this story but you.

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