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Introduction

The Story Engine®: Deck of Worlds™ is a set of 240 cards for creating imagined lands, local lore, and story-
driven world maps you can write or roleplay in. It is ideal for worldbuilders, writers, loremasters, storytellers,
DMs, GMs, and RPG groups.

The only “rule” for using Deck of Worlds is this:


The goal of the deck is to help you create.
Ignore any guideline that does not serve this purpose.

These guidelines can help you get as much mileage


out of your deck as possible, but the deck is designed The Six Card Types
to be open-ended and creator-driven. Feel free to
adapt it to suit your creative goals. The six card types provide cues that weave
together geography, lore, and details from the
How the Deck Works area’s past, present, and future to create ideas for
unique storytelling settings.
Deck of Worlds contains six types of cards you can
combine to create unique fictional settings. Each 1 Regions establish
card features one or more cues, which are optional a microsetting’s main
worldbuilding elements or ideas you can include in terrain type and act
your setting. as a hub for arranging
other cards.*

2 Landmarks add
geographical sites and
points of interest.*

3 Namesakes
combine with Regions
When you combine all six types of cards together, the or Landmarks to create
resulting cluster is called a microsetting. Microsettings in-world nicknames.
are distinct areas in your world with their own past,
present, and future lore. You can create microsettings
as standalone locations, or assemble several into a
world map.
4 Origins record
significant events of
the area’s past.

5 Attributes highlight
present-day features of
the area and its people.

6 Advents introduce events


that may change the area’s
future. Each cue provides
Depending on the scale you set for your world map, optional interpretation
you can create anything from a city full of unique suggestions in smaller text.
districts and landmarks to a sprawling land of diverse
terrain types, ecosystems, and cultures.
*These card types may feature duplicate cues with alternate
2 artwork for recurring map features such as cities and towns.
Creating Microsettings Step D: Draw 4 (1 Origin card) and tuck it under
any edge of the 1 Region or 2 Landmark so that
To create your microsetting, you will draw and only one cue is showing. The 4 Origin provides a
arrange cards into a cluster around a 1 Region card. lore-based backstory.
There are three ways of arranging cards:

1) Place: Put a card on the table faceup.


2) Tuck: Place a card faceup under another card so
that one cue from the bottom card is showing.
3) Rotate: Turn a placed or tucked card so a new cue
is visible or facing you.

When creating a prompt, you may be instructed to


draw more cards than you need. Choose the cards you
want to keep and place the extras aside. These extras The “SETTLEMENT” was the site of a famous
are called your discards. scientific discovery.

You may rotate cards to use different cues at any Step E: Draw 5 (1 Attribute card) and tuck it under
time. You may also exchange cards from your any edge of the 1 Region or 2 Landmark so that
microsetting with your discards whenever you want. only one cue is showing. The 5 Attribute provides a
present-day detail about the area or its people.
Creating a Simple Microsetting
Step A: Draw 1 (1 Region card). Place it anywhere
on the table. This provides the underlying environment
type of your microsetting.

The “SWAMP” is known for its fossils.

Step B: Draw 2 (1 Landmark card) and tuck it under Step F: Draw 6 (1 Advent card) and tuck it under
any edge of the 1 Region so only one cue is showing. any edge of the 1 Region or 2 Landmark so that
This expands the area of your microsetting and only one cue is showing. The 6 Advent provides an
provides a point of interest. event that could change the future of the area and/or
serve as a story hook.

There is a “SETTLEMENT” in this “SWAMP” microsetting.

Step C: Draw 3 (1 Namesake card) and tuck it


under the 1 Region or 2 Landmark so only one cue A land dispute is underway in the microsetting.
is showing. This provides an in-world nickname. The
top cue of the 3 Namesake is designed to be tucked
at the top edge of a 1 Region and read as though
it begins the nickname. Each of the three lower cues
can be tucked under a 1 Region or 2 Landmark
and read as though it ends the name.

The “SWAMP” is nicknamed “The Swamp Where No The microsetting is complete!


Bird Sings.” For an example using a top cue, see “The
Meandering Desert” on p. 4. 3
Interpreting a Microsetting
You may rotate and tuck cards in any orientation
that helps you read the active cues and remember
which card each cue applies to. You may tuck
multiple 3 Namesake, 4 Origin, 5 Attribute,
and 6 Advent cards in a stack together or tuck
them under different cards or different edges of the
same card.

The physical arrangement of cards represents the


approximate geographical shape of your microsetting
on a map. You may rearrange cards to adjust or
expand the shape of the microsetting.

Then, take as much time as you need to decide what


each cue means in the context of your world. You may
interpret cues as open-endedly or as literally as you
wish. Feel free to make notes and adjust the rotation
and arrangement of cards as you go.

For 6 Advents, you may interpret or ignore the small


pink text, which provides optional suggestions for
elaborating on or remixing the main cue. Example microsetting interpretation notes:
• Called “The Meandering Desert” due to its
winding trails and long, dry growing season.
• A farmer started a vineyard using a stolen
inheritance (despite the arid climate). Has worked
the land for generations, but their breed of
vine is going extinct. Disease? Drought? Curse?
Characters can investigate.
• Also home to a commune of stained glass artists
called “The Workshop That Will Never Die.” Their
kilns run all day, every day, because they believe in
“keeping the flame of eternity” What do they use
for fuel? Is pollution affecting the vineyard?

Custom Microsetting Creation


As you become familiar with microsetting creation,
you may wish to ignore the guided steps and instead
draw and choose cards of each type in ratios and
Example microsetting interpretation notes: sequences according to your preference.
• Called “The Swamp Where No Bird Sings” due to
an extinct bird species that used to be abundant.
• Contains a settlement founded on the site where
Creating a World Map
the bird fossils were first discovered. Biologists To make a world map, create multiple microsettings
now occupy it, exhuming fossils and specimens and arrange them next to each other with small gaps
preserved by the swamp. between. You may wish to alternate between creating
• The land belongs to a nearby kingdom, which just simple and complex microsettings to ensure your
sold it to a foreign power with plans to develop it. world has areas of varying complexity. As you add
The biologists are protesting the sale. microsettings to your world map, you may want to:
• Reposition other cards and/or microsettings to
make room for new ones.
Creating a Complex Microsetting • Swap cards between microsettings.
• Interpret connections between different
To create a more complicated microsetting, follow microsettings through their cues. One
the instructions for “Creating a Simple Microsetting,” microsetting’s pollution might explain another’s
(p. 3) but with the following adjustments: ecological upheaval. A land dispute could be tied
• During Step B, draw 22 instead of 2. You may to a corrupt politician’s decisions on the other
tuck both of them, or choose and tuck 1 of them side of the map. It may help to make note of the
(discarding the other). connections, or cut up string to lay across the map
• During Step C, draw 33 instead of 3. You may to link the two cards.
tuck both of them, or choose and tuck 1 of them
(discarding the other). Interpreting Your Map’s Scale
• During Step E, draw 55 instead of 5. You may
tuck both of them, or choose and tuck 1 of them You have the freedom to interpret the scale of your
(discarding the other). world map. You can even surround a world map with
secondary maps exploring individual areas in detail.
4
While the artwork on the cards is not to scale, you To keep your world concept focused, we recommend
can space microsetting clusters to reflect a consistent keeping no more than 1 3 Namesake, 1 4 Origin,
scale of distance. You can also reposition tucked cards 1 5 Attribute, and 1 6 Advent in the meta
and shift how much of each tucked card is showing to row. 2 Landmarks can generally be ignored as
expand or contract areas, or place facedown cards in metas. 1 Regions can sometimes provide inspiration
a microsetting to expand its occupied area. for monoclimate worlds.

The deck is designed to create non-gridded maps with


interesting, irregular shapes. Depending on the size Starting with the meta: You can also draw cards to
of the world you want to build, we recommend the determine your meta before world creation. Draw
following guidelines. 33 + 44 + 55 + 66 and choose one of each
• For a large continent-sized map, assemble 14- card type to place in your meta row. Discard the rest.
20 microsettings in a 30” x 25” space. Treat 1” as
approximately 50 miles (80 km).
• For a medium country-sized map, assemble 9-14
microsettings in a 25” x 20” space. Treat 1” as
Building Nuanced Worlds
approximately 20 miles (32 km). Deck of Worlds provides a simple, fast way to spark
• For a small city-sized detail map, assemble 5-7 ideas, but the cards are only a starting point. The
microsettings in a 20” x 15” space. Treat 1” as job of interpreting cues and building a world full of
approximately 1 mile (1.6 km). thoughtful representation and cultural nuance is up
to you. To that end, we recommend asking a few key
Travel speed: Some tabletop RPGs estimate that questions as you create your setting:
the average person can travel 24 miles in a day. • What is your baseline? Many cues focus on what
Some historical sources estimate the speed of foot makes an area unique or different. Worldbuilders
travel in the Middle Ages at 9-14 miles per day. often subconsciously measure this difference from
their own baseline cultural norms. Always consider
the biases that may accompany your baseline.
Developing a World Meta • What associations are you making? Cues
help spark ideas quickly, but you are always
As you create microsettings, you may find cues you encouraged to question your first response. Rapid
want to interpret not just as a local microsetting association can lead to uninspired tropes or
feature, but as a feature that applies to your entire harmful stereotypes. Consider slowing down to
world. A worldbuilding concept that applies to your review and revise creative choices as you go.
entire world is called a meta. • Whose perspective are you taking? A cue
provides one perspective of an area, but whose?
For example, you might draw the “NO WRITTEN When you interpret a cue, consider who would
LANGUAGE” 5 Attribute, and decide that your agree or disagree, and if those perspectives come
entire world has developed without the need to write from inside or outside the area and its culture.
anything down. Or you might draw the “OF GLASS” • What are the exceptions? A cue is a descriptive
headline of an area, but it may not be the whole
3 Namesake and decide to name your world
“The Continent of Glass.” truth. Consider what exceptions exist.
• Whose story are you telling? Worldbuilders
At any time during the development of your world often draw inspiration from real-world cultures
map, you may place any 3 Namesake, 4 Origin, or explore social issues through stories about
inequality, oppression, prejudice, and personhood.
5 Attribute, or 6 Advent in a row beside your map
to designate it as a meta. This is called your meta Use extra care when representing or creating
row. Rotate that card so the cue you wish to use as a stand-ins for real cultures and groups, especially
meta is facing you. Then draw a new card to continue those fighting for equity and recognition in a
creating the microsetting. world that already questions, misrepresents, or
invalidates their history, culture, or experiences.

Meta Row World Map Sideboard (see p. 6)

5
• Who is your audience? Settings and stories Nominating a meta: On their turn, the acting
can provoke a range of powerful emotions and player may nominate a cue from a card they drew
responses. Consider who you are intending to as a meta, explaining how it would be interpreted.
share your world with and what their response Players discuss and then vote on whether to adopt
might be, especially to your handling of real-world that meta. In the case of a tied vote, the meta is
issues like abuse, bigotry, and violence. not adopted.

Using a Sideboard If the meta is adopted, that player places it in the


meta row and discards any remaining cards they
Some worldbuilders prefer a slower, more intentional drew. Their turn is over, and the next player goes,
process than randomly drawn cards allow. For a more restarting the step the previous player was taking.
choice-driven worldbuilding experience, consider using
a sideboard. If the meta is not adapted, the nominating player
completes their turn as normal.
A sideboard is a set of six faceup cards you may
choose to draw from at any time instead of using a
randomly drawn card. See the world map diagram Multiplayer Mosaic-Making
on p. 5.
In this mode, players assemble a world map as a
When you begin building your world, create your mosaic of microsettings they created independently.
sideboard by drawing a card of each type and
placing it faceup in an area beside your deck. Build To begin, follow the instructions in the “Starting With
your world using the usual guidelines, but whenever the Meta” tip box on p. 5 to create your world’s meta
you draw a card that you do not wish to use, you may row. Have each player be responsible for choosing
instead discard that card and replace it with the card and interpreting one meta card type: 3 Namesake,
of the same type from the sideboard. 4 Origin, 5 Attribute, or 6 Advent. For groups of
five players or more, you may consider having players
Whenever you draw a card from your sideboard, draw draw and choose additional 5 Attributes as metas.
another card of the same type from the main deck
and place it faceup to refill your sideboard. Then each player independently creates their own
microsetting. When all players are done, have each
Using a sideboard will slow down world creation, but player present their microsetting and add it to the
may help build more thoughtfully integrated worlds. world map. Players may propose connections between
This is especially helpful when mixing one or more the cues of their microsettings, and also explain how
sets of expansion cards into the Deck of Worlds. the meta applies to their microsettings.

Sideboards on a small surface: For small spaces, Alternating multiplayer modes: Players may also
play with the top card of each deck faceup as your alternate between “World-Weaving” and “Mosaic-
sideboard. Draw from the facedown cards below Making” modes within the creation of the same
each sideboard card as your main deck. world map.

Multiplayer Drafting and Stashing


Multiplayer Rules
Both “Multiplayer World-Weaving” and “Multiplayer
Two or more players can use Deck of Worlds to Mosaic-Making” can be preceded by players dividing
collaboratively create a world. the deck into individual stashes of cards. Players then
draw from their stashes during microsetting creation
Multiplayer World-Weaving instead of from a communal deck. This allows each
player to create using a curated deck of cards that
In this mode, players weave the world together card interest them.
by card. Follow the normal guidelines for creating
microsettings, but take turns as steps are completed. Divide each card type into packets of 16 cards of the
same type, discarding any excess cards. Then, each
Player 1 completes Steps A and B, briefly explaining player picks up a packet of any card type, chooses
their choices and how they interpreted the cues. two cards to add to their stash, and passes the packet
Player 2 does the same for Step C, building on what of remaining cards to the next player to choose a
Player 1 created. Players continue taking turns until card. Continue passing packets until there are no
all steps are complete. The player who completes cards left in them. Then each player picks up a new
the microsetting places it in the world map. The next packet and begins the process again. Every time
player begins creating the next microsetting. players pick up new packets, reverse the direction
of passing.
Steps A and B should always be completed together
by the same player, and this player decides if the When there are not enough packets left for each
new microsetting will be simple or complex. If desired, player to pick up a full packet, halve each remaining
players may offer each other suggestions, but final packet of 16 cards into two packets of 8 cards. Then do
say always goes to the player whose turn it is. a final round of drafting. Discard the remaining cards.
World-weaving is the slowest and most collaborative Follow the guidelines for “Multiplayer World-Weaving”
form of multiplayer worldbuilding but tends to yield or “Multiplayer Mosaic-Making,” but have each player
the most integrated worlds. draw from their stash when it is their turn.
6
Multiplayer Pantheon Combining With
In this mode, players draft cards and create The Story Engine Deck
collaborative worlds as gods with individual
personalities and priorities. The Story Engine® Deck (storyenginedeck.com) is
a standalone deck system for creating story ideas,
Begin by following the guidelines in the “Multiplayer character prompts, magic items, and more. You can
Drafting” section. When all cards have been drafted, add the five card types of The Story Engine Deck to
each player reviews their stash and selects 7 cues Deck of Worlds to create worlds full of interesting
that represent their god’s priorities. They should write characters, motivations, artifacts, and conflicts.
down as many keywords as they want from these
cues as their god’s areas of influence, or domains. You can use 1 Agent cards for the following:
Each player should place the cards with these cues • To learn more about a person in a Deck of Worlds
faceup in front of them to form their domain row. At cue, such as a celebrity or historical figure.
any point during world creation, players may choose • To inspire an idea for a microsetting’s leader.
a card from their domain row to draw instead of • As alternative 3 Namesakes. Draw 11 and
drawing from their stash. choose 1 for each 3 you would otherwise draw.
Read 1 Agent cues either as possessive (e.g.
Domains can range from the abstract (power, beauty, 1 “FOREST” + 1 “A MERCHANT” = “The
nature, machination, health, secrets) to the concrete Merchant’s Forest”) or a plural (e.g. 2 “CITY” +
(food, fashion, temple, medicine, family, artisans, 1 “A TAILOR” = “The City of Tailors”).
scavengers). Players can consider what themes these
domains might have in common and what kind of god You can use 2 Engine cards for the following:
might embody these themes. • To ascribe motivations and relationships to
factions, people mentioned in Deck of Worlds
cues, and added 1 Agents.

You can use 3 Anchor cards for the following:


• To learn more about an object in a Deck of
Worlds cue, such as an artifact or invention.
• To inspire an idea for an important cultural object,
such as a relic or trade good.
• As alternative 2 Landmarks.
• As alternative 3 Namesakes. Draw 33 and
choose 1 for each 3 you would otherwise draw.
Read 3 Anchor cues in plural (e.g. 1 “VALLEY”
+ 3 “A RUIN” = “The Valley of Ruins”).
• As alternative 5 Attributes.
Example domain row: This player has chosen
their domains to be ports, brooks, rivers, promises, You can use 4 Conflict cards for the following:
bustling, markets, flooding, sewers, and overflowing. • To add personal stakes or consequences for
They might connect all these to a god who characters getting involved in 6 Advents.
represents water, movement, commerce, and • To create potential consequences for
abundance. added 2 Engines.

You can use 5 Aspect cards for the following:


Next, follow the guidelines for “Multiplayer World- • To learn more about any person, object, location,
Weaving,” but drawing cards from your stash or or event in a Deck of Worlds cue, as well as added
domain row. As you choose cues, do so from the 1 Agents and 3 Anchors.
perspective of your god trying to exert influence over • As alternative 3 Namesakes (e.g. 2 “RIVER” +
the world. Focus on cues that incorporate your god’s 5 “GENTLE” = “The Gentle River”).
domains into the setting.

Once during the world creation process, each player Using full prompts: You can also use full prompts
may designate one microsetting, 1 Region, or from The Story Engine Deck guidebook to create
2 Landmark as their god’s sanctum. A sanctum is instant stories and more complex characters, faction
a location where their god holds the greatest power leaders, objects, and more.
and influence. They may choose to designate a
microsetting, 1 Region, or 2 Landmark that has
already been placed, or one that is in the process of Conversely, some Deck of Worlds cards can be used
being placed. When they designate their sanctum, in prompts for The Story Engine Deck.
they may immediately draw 23456  and choose 1 • Microsettings, 1 Regions, and 2 Landmarks can
or 2 cards to add to their sanctum. be used as alternative 3 Anchors. Draw 12 and
choose 1 for each 3 you would otherwise draw.
• 3 Namesakes can be used as alternative
Single-player pantheon: Single players may decide 5 Aspects to give nicknames or titles to
to follow the Multiplayer Pantheon guidelines important 1 Agents and 3 Anchors. Draw
by roleplaying the perspectives of different gods 33 and choose 1 for each 5 you would
creating a world together. This is a time-consuming otherwise draw.
process, but it often yields layered worlds that • 5 Attributes can be used as alternative
represent a wider variety of perspectives. 5 Aspects when describing certain locations.
Draw 55 and choose 1 for each 5 you would
otherwise draw. 7
Deploying Adventure Cards

There are three ways to use 7 Adventures:


1) As flashcards. Without any other
accessories, this expansion can be used for
prompting quick, adaptable ideas for quest
hooks in your story, setting, or roleplaying
game campaign.
2) As a quest menu in a roleplaying game.
At the beginning of your next session, draw
and place 777 in a visible spot on the
table. Treat these cards as a job board for
aspiring heroes. Players can initiate quests
from these cards or use their skills to gather
information about cue details. Remove
completed quests. At the end of each
session, players may vote to discard 7 from
the quest menu. At the beginning of each
subsequent session, draw to refill the quest
menu to 777.
3) As location-based quests on a map.
When you are finished assembling a map
with Deck of Worlds, you may freely draw
7 Adventures and add them to your
Heroes’ Quests & Fools’ Errands is a deck of world. Tuck each 7 Adventure above the
adventure prompts for writers and roleplayers 1 Region in the chosen microsetting so
that can be used with Deck of Worlds™ or The the 7 Adventure title is visible, but the
Story Engine® Deck, or on its own. It contains summary and cues are not. Writers may
60 reusable 7 Adventure cards, each of which brainstorm ways
provides an instant story hook and three cues for their players to
for integrating custom story elements, such get involved with
as characters, motivations, locations, items, the various plot
conflicts, and descriptions. hooks and story
Title developed around
them, and how
Summary their actions might
affect the setting.
Cue for integrating
custom details Roleplayers may
travel to different
Icons indicating which map locations to initiate 7 Adventures
cards from The Story based on the title, or use their skills to
Engine Deck match gather information about the summary or
this cue cues.
Interpreting Adventure Cues
There are three ways to interpret cues on an You may also interpret 7 Adventure cues on a
7 Adventure card: case-by-case basis using the method that suits
1) Free-form. Read the cue and brainstorm an each cue best.
answer. You may develop new ideas or draw
details from existing story/setting elements. Start by interpreting using details in your
2) Using Deck of Worlds. Scan your setting setting. If you cannot find a suitable match,
for details that fit the 7 Adventure cues. brainstorm a new free-form element or draw
For example, in “DEAD LETTERS,” a local cards from The Story Engine Deck. Use
asks for help checking on a pen pal who has printable tokens and tuck locked cards (see
gone silent. The first cue is for the identity p. 3 of The Story Engine guidebook) under the
of the pen pal. You might connect this cue to 7 Adventure cues to indicate which are drawn
the “HOME OF AN ECCENTRIC HERMIT” from which sources.
5 Attribute in a nearby microsetting and
decide the hermit is the pen pal. Optionally, For a guide to The Story Engine Deck visit
you may use the free printable token set at storyenginedeck.com/guide.
deckofworlds.com/tokens to indicate which
spot on the map each cue connects to. For a guide to Deck of Worlds, visit
deckofworlds.com/guide.
3) Using The Story Engine Deck. Each
7 Adventure cue contains one or more
icons. These icons indicate card types from
The Story Engine Deck that can be used to Roleplaying without a GM: You can create
fill in a story detail. For each icon in a cue, a solo RPG story (or a group campaign
draw a card of the matching type and tuck without a GM) by building a world with Deck
it under the corresponding cue. Sometimes, of Worlds, filling it with 7 Adventures, and
two icons will be separated by a slash (e.g., interpreting the cues with The Story Engine
1/3). When this happens, draw a card for Deck. Quest rewards can include 3 Anchors
both icons. Then choose and tuck one card from the 7 Adventure cues, future help from
and discard the other. If any drawn card friendly 1 Agents, gold, or items randomly
does not fit an 7 Adventure cue, it can be generated using 3 Anchors and 5 Aspects.
discarded
and replaced
or ignored. Design and development: Peter Chiykowski
Production: Miroki Tong, Zach Schuster
Writing: A. Z. Louise, J. D. Harlock,
Peter Chiykowski
Sensitivity review: A. Z. Louise,
Sonya Ballantyne, Yasmine Fahmy
Curriculum review: Kendra Harrison
Proofreading: Eric Weiss, Leigh Teetzel,
Tyson Pink
Box images: Tiago Sousa, CRUSH Visual
Fresh Ink & Ancient Song is a deck of
60 cards for prompting the creation of in-
world lore for fictional settings. It contains
30 9 Opus cards and 30  0 Flourish cards
that can be used with The Story Engine®: Deck
of Worlds™ or on their own.

Each 9 Opus provides 4 cues for the format


of a piece of lore, such as a folk song, building
plaque, wedding toast, textbook, prayer,
or creation story. All 9 Opus cues can be
interpreted through writing and many cues
can also be performed or rendered through
visual art.

Each 0 Flourish provides 4 cues for an


optional quirk, stylistic flair, or creative
challenge to make the lore or the process
of creating it more interesting. You may
draw and tuck multiple 0 Flourishes for a
greater challenge, or discard 0 Flourishes for
less restriction.

There are three ways to use this deck:


1) Place 9 Opus and 0 Flourish cards as
you complete each microsetting. After
you place the final card in a microsetting,
draw and tuck 90 together under a
1 Region or 1 Landmark. Then either
complete the prompt or add it to your
setting notes to be completed later.
2) Place 9 Opus and 0 Flourish cards
after finishing your world map. At the
end of world creation, choose individual
microsettings you want to explore in
greater detail. For each, draw and tuck
90. You may also draw cards first and
then choose which microsetting to apply
them to.
3) Use 9 Opus and 0 Flourish cards as
flashcards. These cards can be helpful
for creating lore for any fictional
setting or culture, even independent of
Deck of Worlds.

For a PDF guidebook of Deck of Worlds,


visit deckofworlds.com/guide.
For example, the cue “WHEN DO CHILDREN
LEAVE HOME?” assumes that it is uncommon for
multiple generations to live in the same household.
Worldbuilders are encouraged to challenge
assumptions and consider alternate answers.
Likewise, you may consider how different
subgroups within the same culture or area might
give different answers to the same question.

For the Deck of Worlds guidebook, visit


deckofworlds.com/guide.
Shared Hearths & Common Creeds is a deck of
worldbuilding questions for unlocking deeper truths
about the culture and beliefs of fictional settings.
It can be used with The Story Engine®: Deck of
Worlds™ or on its own. It contains 60 8 Keyhole
cards, each of which provides 4 cues phrased as
open-ended questions about your setting and the
cultures that inhabit it.

There are three ways to integrate this deck:


1) Place 8 Keyholes as you complete each
microsetting. After you place the final card
in a microsetting, draw and tuck 8 under a
1 Region or 1 Landmark. For a complex
microsetting, draw and tuck 88 instead.
Write down answers to the cue questions as
you make your setting notes.
2) Place 8 Keyholes after finishing your world
map. At the end of world creation, choose
individual microsettings you want to explore
in greater detail. For each, draw and tuck 8
or 88. You may also draw 8 Keyholes first
and then choose which microsetting to apply
them to.
3) Use 8 Keyholes as flashcards. They can
be helpful for asking questions about any
fictional setting, even independent of Deck of
Worlds.

You may choose to interpret 8 Keyholes as


applying to an entire microsetting rather than just
a 1 Region or 1 Landmark. You may also place
up to 888 in the meta row of your world map
using the meta rules on p. 5 of the Deck of Worlds
guidebook. 8 Keyholes in the meta row apply to
the entire world.

When interpreting 8 Keyholes, it may help to ask


two additional questions:
1) What assumptions does the question make?
2) How might the answer change depending on
who you ask?

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