How it works
The setting wheel holds 96 places and times for a story in four groups: everyday places, historical, fantasy and science fiction. Spin, and the card says what the setting changes for the characters.
Read the full guide
Four kinds of setting
Everyday places are rooms and streets a reader already knows, such as a stairwell or a lunchroom. Historical settings are real places and times, from the Roman baths to a launch room in the Space Race. Fantasy and Science fiction are invented, and none names a book, show or game world.
Setting first, then the cast
Starting from nothing? Spin on All, then ask of each character: who is at home here, and who is out of place? The answer to the second question is usually where the story starts.
Tips
- On Elimination, spin three settings and send one story through all three.
- A mismatch is a prompt too: put a fantasy cast in the locker room at halftime.
Questions and answers
What is the setting of a story?
Where and when it happens: the place, the time and the conditions the characters live under. A setting earns its place when it changes what they can do. A stuck elevator and a generation ship both trap people, in very different ways.
Can I spin only fantasy or only science fiction settings?
Yes. Open the Show only menu under the wheel and choose Fantasy or Science fiction. Each group has 24 settings, so all of them fit on the wheel at once and every spin stays inside the group.
Are the historical settings real?
Yes. All 24 are real places or times, such as the Greek agora, an Edo post town and Great Zimbabwe. The fact on each card was checked on 1 October 2026 against its English Wikipedia article. The rest of the line is a story idea.
Can I add settings from my own world?
Yes. Open My list and type one setting per line, up to 100 lines. The list stays in this browser, and after a spin the share link opens the same wheel for a co-writer.