Guide

Writing a Concept That Builds the World You Want

A concept is the seed. The engine reads it, decides the tone, picks the shape of the questions it asks you, and uses every word as a brick in the foundation. The clearer you are, the closer the world lands to what you had in mind.

The Single Most Useful Rule

Write the world you want to play in, not a synopsis you would write on the back of a book. The engine listens for tone, stakes, and setting. It builds what you describe, not what you hint at.


What the Engine Listens For

Three signals do most of the work:

  1. Tone - cozy and quiet, adventurous, or genuinely dangerous.
  2. Stakes - what could go wrong, and how badly.
  3. Setting - invented from scratch, or rooted in the real world.

If any of these is missing from your concept, the engine has to guess. Be explicit about all three and the world will feel authored, not generic.


Three Worked Examples

These are full concepts you could paste in as-is. Each one tells the engine exactly what to build.

Name: The Salt-Iron Vigil

Concept: "I have inherited a crumbling coaching inn on a salt-marsh road in a small, peaceful frontier town. I want to restore it, befriend the locals, learn their recipes, and build a life. No villains. No urgent quests. Just seasons, customers, and slow craft."

Genre: Fantasy (Magic)

What you will get: A village world with cooperative factions, gentle community concerns, a forge or workshop you can run, NPCs who remember you and bring small problems instead of crises. The narrator describes weather and mood without manufacturing drama.


Words That Pull the World One Way or the Other

You do not need to memorize a vocabulary. But the words you choose carry weight.

Cozy signals the engine listens for: cozy, quiet, peaceful, slice of life, hometown, neighborhood, garden, bakery, shop, café, craft, slow, gentle, restore, befriend, learn, build a life.

Adventure signals: quest, journey, rival, faction, hunted, betrayal, treasure, dungeon, frontier, magic, danger, mystery.

High-stakes signals: war, invasion, occupation, siege, plague, survival, apocalypse, conflict, military, nuclear, WW3, terrorist, regime.

Real-world signals: name a real city (Perth, Lagos, Reykjavík), a real country (Australia, Ukraine), or a real era (1947, the Cold War, WW2). Adding "real-world" or "grounded" explicitly locks the engine into reality mode.

Mixed Tones Are Fine - Mixed Signals Are Not

"A cozy bakery in a city under siege" is a real story. But the engine reads tone keywords against each other. If you want both, lead with the dominant one and use the other as context. "A baker trying to keep her shop open during the siege of [city]. Day-to-day survival, not heroics."


Common Pitfalls

Too vague. "A fantasy world where things happen." The engine fills the gap with its defaults. You get something playable but generic.

Contradictory. "A peaceful kingdom at war with three other peaceful kingdoms." The engine has to pick one. Pick first.

Implied but not stated. "Perth-style setting" is not the same as "Perth, Australia". If you want real places, name them. If you want real-world stakes, name them.

Telling the engine what NOT to do. A short list of negatives is fine ("no villains", "no urgent quests") and the engine respects it. A long list of negatives without a positive vision leaves nothing to build from.


When the World Lands Wrong

You can always start over. From the Creations portal, delete the world and write a sharper concept. If a build was interrupted, you will see a Resume / Discard banner the next time you start a new creation. Discard the old one and write a new concept with the lessons from this page.

The engine is patient. So is the next world.