World systems
The Setup toggles that decide which systems your game has.
Setup decides what kind of game this is. Some toggles hide whole steps, so check here first if a step goes missing.
Game systems
| Toggle | Decides |
|---|---|
| Combat | Whether fighting exists. Off hides Creatures. |
| Abilities | Whether characters have abilities. Off hides Abilities. |
| Rolls | Whether dice decide outcomes. |
| Stats | Whether characters have numeric attributes. |
| Lore | Whether lore is looked up for the narrator. Off hides Lore. |
| Weather | Whether conditions change over time. |
| Time system | Whether the world runs a clock. |
Turning a system off never deletes its data.
Turn off what you don't need. A courtroom drama with combat on will have players picking fights with the judge.
Time
With the time system on, the world has a real clock: hours per day, day names, a start time. Schedules, night-only doors and shops that close all need it.
Without it, the narrator estimates how long each turn took. That's fine for prose and bad for arithmetic. See Minutes are not time if you write rules.
How strict the narrator is
- Impossible actions and invented items control what happens when players try things the world doesn't support. Loose is more fun; strict is more coherent. Most games want something in between.
- Roll manipulation decides whether players can influence their own rolls.
NPCs off-screen
NPC simulation, NPC control and NPC background combat decide how alive the world is when players aren't looking: whether NPCs follow their schedules, whether players can direct them, whether fights happen elsewhere. They add turn time, so a small game may want them off.
Stats and the HUD
Stat sets define your attributes. Rename them freely. Rules read stats by role, so a stat called "Thew" still works as strength.
The HUD editor decides what players see at a glance. A survival game shows hunger; a court intrigue shows reputation.
Calendar and weather
Calendar sets day names and the shape of a year. Weather cycles decide what weather happens and how it moves: each condition names what it can turn into, so rain eases into cloud before the sun comes out. Locations tagged indoor keep it outside.