Author Archives: Donny Rokk

Lazy Worldbuilding: How to Create a Rich Setting in Under an Hour

You know what’s a great use of fourteen hours? Sleep. A road trip. Finally watching that show everyone keeps yelling at you about.

You know what is not a great use of fourteen hours? Writing a complete economic model for a fictional city your players will spend exactly one session in before chasing a goose into the next region.

I’ve done it. You’ve done it. We have all, at some point, sat down to do “a little prep” and woken up six hours later surrounded by hand-drawn maps of a continent nobody asked for, a three-generation noble family tree, and a fully fleshed-out religion that (I want to be very clear about this) will never, ever, ever come up at the table.

This is called Worldbuilder’s Disease. It is common. It is seductive. And it is absolutely destroying your ability to actually run games.

Here’s the thing nobody wants to say out loud: your players do not want to read your lore. They want to be in your lore. There is a difference. A big one. A difference that, once you actually feel it in your bones, changes how you prep forever.

So. Let’s fix it. I’m going to give you The Lazy Setting Sprint, a five-step method you can run in under an hour, and I’m going to walk you through why it works better than the forty-hour approach you’ve been white-knuckling your way through.

Stay with me here.

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How to Stop One Player From Dominating Your RPG Sessions

Look at your quiet players. Not the one doing all the talking. The other ones. Look at how they’re holding their character sheets. That’s the tell. The ones who stopped investing an hour ago aren’t scrolling their phones or whispering to each other. They’re just… present. Technically. Dice in hand, waiting to be asked.

You did not build a bad group. You built a bad session.

Many DM’s get this wrong about spotlight problems: the dominant player is not the villain of this story. They’re filling space that your encounter design left open. You built a room with one door and then acted surprised when the loudest person walked through it first. Every session. Forever.

You don’t fix that with a conversation. You fix it with better architecture: encounters and scenes that physically cannot be solved by one person, because they were never built that way. That’s the whole method. Let’s get into it.

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