• Justin Handlin

World Building Primordia: W/ Lex Starwalker of Game Masters Journey

Listen to our Interview with Lex Starwalker


Crit Academy discusses world-building with Lex Starwalker, Dungeons and Dragons game master, Game Master's Journey podcaster, writer, and gamer. He shares his world-building techniques that brought the world of Primordia to life. Sharing both his challenges and victories along the way.


Can you tell us about Game Master's Journey and how it came to be?


What can you tell us about your homebrew world Primordia?

Primordia is an ancient world of powerful and primal magics. I’ve tried to come up with new options for the players that reflect Primordia and help them bring the setting to life. Primordia is a world of many planar portals and convergences, so you’ll see a fair number of things touching on planar travel.


Can you walk us through your process of Primordia's development?

  • Begin with enough of a big picture to get a feel for your world (gods & pantheon, playable races, theme & tone, some movers & shakers, etc)

  • build only what you need, as you need it.

  • Saves you time and gets you running/playing the game ASAP

  • gives you more flexibility to adapt and evolve your world based on what the players do, what they show interest in, etc

  • Don't fall prey to worldbuilder's disease.

  • You should only give the players information about the world that is directly relevant and necessary to what they're doing right now (unless, of course, they ask for more).

What is your approach to session prep?

  • I used to plan everything, and plan practically the whole campaign ahead of time. My experience has taught me this is madness.

  • The players will definitely derail things at some point, probably numerous times.

  • For instance, in my current campaign, I have a few beats and reveals planned for the campaign, but that's pretty much it

  • I then plan for the upcoming session, and I may have a few ideas for where the story will go after that, but that's it.

What do you think makes a good D&D setting?

  • A blend of the familiar and the unique. E.g. in a D&D world you want enough familiar tropes and features to allow the players to feel they can understand the setting without having to study it.

  • Otherwise, it won't feel like a D&D game.

  • However, you want some unique features of your world to make it stand out, otherwise why not just run in Faerun or Krynn?

Is there anything that really set