# Documentation

RPG Forge builds text RPGs you play in a browser. There are two ways to work, and most
games use both.

## Building a game

**No code.** Describe what you want and let the AI write the world, then shape it in the
editor. Locations, characters, items, quests, shops and creatures are all forms and
panels — nothing here requires an expression.

Start with **[Your first game](/docs/first-game)**: an empty editor to something playable
in about ten minutes.

Then, as you need them:

- **[The editor](/docs/editor)** — the fifteen steps, and why some vanish
- **[The Prompt panel](/docs/prompt-panel)** — plans, undo, and what to ask for
- **[Locations](/docs/locations)** · **[Characters](/docs/characters)** ·
  **[Items and creatures](/docs/items-creatures)**
- **[Quests without code](/docs/quests-no-code)** — multi-stage objectives, no expressions
- **[World systems](/docs/world-systems)** — the toggles that decide what kind of game it is
- **[Shops](/docs/shops)** · **[Sound and images](/docs/sounds)** ·
  **[Publishing](/docs/publishing)**

## Writing rules

The AI is good at worlds and bad at systems. It will happily write you a tavern; it will
not invent a disease that spreads between party members and gets worse when they sleep
outdoors.

That is what the rules side is for:

- **[Expressions](/docs/expressions)** — the `$` object: how a rule reads the world
- **[Steps](/docs/steps)** — what a rule does
- **[Hooks](/docs/hooks)** — the fifteen moments a rule can attach to
- **[Plugins](/docs/plugins)** — bundling it all into a system you can share

You do not need any of it to ship a game. Reach for it when the editor cannot say what you
mean.

## For AI agents

[`/docs/llms.txt`](/docs/llms.txt) indexes the **rules** pages only — the API, the step
vocabulary, the hook triggers and the plugin system. The editor walkthroughs above are not
listed there, because an agent has no screen.

Append `.md` to any docs URL for the raw markdown.
