^"world_register"{ setting · places · factions

World

A world entry is not trivia; it is a rule that survived contact with play.

This page holds the stable setting for RPG Wednesday: places, factions, rules, and lore that matter beyond one session. The job of a world page is not only storage. It is scale management: deciding what belongs to one scene, one neighborhood, one institution, or the wider canon.

This surface exists because

recurring places and rules need a place that is more stable than a single recap.

Use this when

a setting detail repeats enough to shape future scenes, not just explain one session.

What it can produce

world rules, districts, factions, scale notes, and setting prompts for other routes.

@local_gameplay_kit

Local Gameplay Kit

Enable JavaScript to use private localStorage tools for scene state, initiative, clocks, scratch notes, character beats, canon candidates, and session recap seeds. The static campaign routes remain available either way.

?["world_status"]

Current Status

Why the world stays separate

The world register keeps reusable setting memory apart from one-off scene detail.

That separation makes the campaign easier to teach, revisit, and extend without flattening scale.

What exists now

No stable world entries yet. Start from the session log until places, factions, or rules recur enough to justify their own page.

What belongs here

Regions, factions, rules, and persistent lore. If a detail only matters for one session, keep it in the recap.

^"world_layout"{

Layout, Scale, Compression

A world register becomes useful once it can compress without blurring. The page should help the group find what matters at the scale they are actually playing inside.

Scene scale

Keep ephemeral details near the session recap: weather, mood, one-off props, and jokes that have not become durable yet.

Town scale

Promote recurring places, guilds, libraries, markets, and civic pressures once multiple scenes return to them.

Institution scale

Rules, factions, rituals, and distribution systems deserve their own lanes because they influence many sessions at once.

Mnemonic layout

Group entries so a player can remember where to look: by place, by power center, by material, or by recurring conflict.

~"related_surfaces"

Related Surfaces