Name and tagline are how players first meet your world. Every other tab shapes how it plays — stats, dice, build math, the status window. You can always come back here.
Two slots the storyteller reads every turn. The first anchors the whole world; the second tunes the next-turn voice. Both are optional — leave blank to ship without them.
- None — the storyteller may write anything.
A new game, forged.
WorldIdentity sets the name, tagline, cover, and default arc shape.
MechanicsStats declares the resource axes; Skills binds checks to those stats; Build picks how players assign starting stats; Progression sets the XP curve + level table; Resources declares custom meters (progress, sanity, MP) that rules accrue on; Dice picks the resolution math.
ContentItems, NPCs, Monsters, Encounters, Spells, Conditions, Quests, and Factions populate the world the narrator draws on.
Rules & UIRules wires when-then logic (triggers + steps); UI Blocks declares how the status window renders; Raw JSON is the whole-doc escape hatch.
Use the preview pane on the right to type an opening line and see the storyteller render a scene against your in-progress world. No room is created.