Choices the world remembers
Who did you help last session? Which promises did you keep? We are building ways for those choices to change the next story. This page introduces the features that will connect world details to actions and consequences.
Connect details to choices and consequences
| Feature | Experience to create |
|---|---|
| World laws | Actions and costs vary by place, time, and target, with editable scope, exceptions, and conflict checks |
| Relationships and promises | Trust, membership, obligations, and kept or broken promises open actions and costs |
| World legacies | Changes to people, places, factions, and events remain visible in later chapters, sessions, and epilogues |
| Outcomes with chosen costs | Choose what to give up, with a valid route for declining a cost |
| Goal-focused conflicts | Build negotiations, escapes, rescues, and rituals around objectives and risks without requiring combat |
| Shared world proposals | Players propose allowed details, followed by review, agreement, and affected parties’ consent |
For example, breaking a promise to a guild could cost you its support, forcing you to find another route next session. Planned feedback shows known costs and risks before a choice, confirmed changes afterward, and lasting consequences at session end and return. Unrevealed outcomes stay hidden.
When one event affects world laws, promises, abilities, faction goals, and quests, the game needs a defined order for applying those effects. Checks should prevent duplicate rewards and conflicting scene transitions. If state changes after a cost preview, the player reviews the changed conditions before choosing again.
Facts, rumors, and beliefs differ
“The king is dead” can exist as a rumor while the king is alive. Optional information editing is planned to distinguish:
- Content and kind: established setting, testimony, rumor, or hypothesis.
- Actual truth and evidence: true, false, or unresolved; public sources and private evidence.
- Each character’s knowledge and belief: awareness, belief, doubt, or rejection.
- Applicable time, campaign, branch, and what players may read.
Intentional deception is different from an invalid reference or rule. Free text or an LLM suggestion does not automatically establish truth. World lore, the data used to create a character, and the character in play remain separate even when they share a name. Personal and party reputation, trust, and faction membership are not automatically combined.
Reading information is not character knowledge
A player controlling several characters should not grant all of them knowledge simply by reading a message. Sharing should distinguish the players who may read, the characters or party gaining rule-level knowledge, and any conditions or costs. Sharing access alone does not change knowledge, beliefs, or actual truth.
Search, notifications, quotations, and summaries should follow the same visibility rules. Roleplay chat
Check where a story may get stuck
The planned Testing → Story progression checks cover an absent clue holder, a dead or hostile key NPC, a lost required item, every check failing, every cost being declined, and an unavailable consent holder. Define an alternative route / different cost / failure ending / GM decision where appropriate. A failure ending can be an intended conclusion. A game without a GM cannot rely solely on a GM decision to escape a wait.
Checking scene connections is different from playing through a situation. Paths the automated tests cannot reach will be marked as unverified. The tools cannot prove that every story will reach an ending or be enjoyable. Optional AI assistance can draft rules and tests for the creator to review.
Bring results into a later work
The next chapter or session of the same campaign inherits confirmed state. Updating the creation source or another campaign is a separate operation: the creator checks where the content came from, whether it includes secrets, and whether it conflicts with existing lore before applying it. Opening a summary must not grant rewards again. Campaign continuity
Creation journey · Current worldbuilding guide · Current scenes and actions