^"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.

Promote an analog when it changes action

A real practice earns world status when it changes what a player can attempt: borrow, barter, repair, route, cook, archive, teach, refuse, or appeal.

Keep detail local until it repeats

A single texture belongs in the session log. A repeated pattern becomes a district habit, guild rule, market custom, or library policy.

Make expertise visible at table scale

Use one concrete mechanism from the real analog, then give it a consequence the group can feel before the scene ends.

^world_slots

Incremental World Slots

Enable JavaScript to draft local world slots: places, factions, rules, and analog mechanisms before they earn public world memory. Pull from canon candidates in the local kit or language evolution workbench.

@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.

Scratch the texture. Capture smells, tools, policies, routes, costs, and small constraints before deciding what belongs to the setting.

Promote the mechanism. A world note earns canon status when it gives players a new action, risk, repair path, or social consequence.

Leave residue visible. Link stable world memory back to sessions so the setting feels discovered instead of declared.

?["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.

~"analog_ledger"

Real-World Analog Ledger

Use this ledger before promoting a setting detail. It keeps expertise from becoming trivia by asking what the analog does at the table.

Public library

Circulation, reference desks, quiet zones, holds, overdue notices, access policy, catalog drift, and preservation rules can become quests about memory, permission, and trust.

Market and kitchen

Supply routes, substitutions, seasonal scarcity, prep work, waste recovery, and service timing can turn a meal into a social encounter with consequences.

Workshop and repair

Tool access, maintenance logs, safety rituals, apprenticeships, material fatigue, and visible mending make craft feel like a working institution.

Civic wayfinding

Ramps, signage, queues, transit stops, storm drains, notice boards, and informal shortcuts reveal what the town values and who has been overlooked.

^"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