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Living worlds

Memory and relationships

Director of Realms keeps a canon of what happened, who knows it, and how everyone regards everyone else, across sessions, reloads and even a change of AI model. Promises come due. Grudges are written down. Danger clocks tick towards the thing you keep ignoring.

Whisper to the GM Canon conflict noticed Narration says the bell hasn't rung in forty years. Canon says it rang at midnight. Canon stands.
Open thread · Overdue The vow to Sister Marn Made three sessions ago. Still unpaid. The Director is bringing it back.
Walk the town

Memory & canon

What it remembers

After every Director turn, the summary, the party's travel, quest outcomes, NPC notes and changes in faction standing are stored and indexed by who, what and where. The most relevant memories and the canon facts go back into the next turn.

  • Canon is locked. A newer canon fact replaces an older one, which is kept as history.
  • Contradictions are caught. A claim that contradicts canon is recorded as a conflict, and the GM is whispered “Canon conflict noticed”.
  • Nothing is lost in a reload. State lives in your Foundry world, not in the AI model, so switching models doesn't erase your campaign.
Canon

The drowned bell rang at midnight.

History

The bell has been silent for forty years.

Quest

The Drowned Bell · active

Travel

The party reached the harbour at dusk.

Conflict

“No one has rung it in living memory.” Held for the GM.

Relationships

How NPCs feel about you

Every relationship is directed and measured on nine axes: personal, factional, political, religious, law, obligation, fear, romance and rivalry. The Director proposes what changed; the GM rules on it, and the ruling sticks.

Director proposal

Captain Vex → Aria

Aria called the captain a bought woman, in front of her own watch.

What happens next

The GM decides. In Automated play the Director rules on its own proposals, marked “auto-ruled”.

  • Players see labels, not numbers. Aria's journal might read “Personal: wary”.
  • The Director sees who is present. Standings between the people in the scene go into its prompt.
  • Feelings fade. Readings decay between sessions: fear fastest, rivalry slowest, obligation never.

NPC dossiers

NPC dossiers

For each NPC in the scene, the Director is handed a GM-only dossier and told to let secrets out only through discovery the players have earned.

  • Evidence, not whims. A change to an NPC's mood or goal needs an exact quote from the narration behind it.
  • GM overrides. Lock an NPC's state of mind and the Director keeps to it.
  • Debts are remembered, open or paid, alongside private attitudes and objectives.
GM-only dossier

Sister Marn

Role
Keeper of the drowned chapel
Voice
Soft, formal, never finishes a threat
Motivation
Find out who else heard the bell
Secret
She rang it herself
State of mind
Frightened, and hiding it Locked by GM
Debts
Owes Aria her life · open

Danger clocks

Danger clocks

The Director declares clocks for rising threats and tells the narration to telegraph them. They advance with the story, and, with Living World on, with world time too. When one fills, its consequence becomes part of the world.

Example

The Drowned Choir completes its ritual

A six-step clock only the GM can see. As it fills, the narration starts hinting at singing under the lake. Ignore it for long enough and the ritual happens, whether the party turns up or not.

Promises

Every setup gets its payoff

Foreshadowing, vows, debts and offscreen threads are kept across sessions until they're paid off, and overdue ones are brought back into the story.

Emergent arcs

Stories you didn't plan

An NPC who keeps turning up, or a thread left unpaid for too long, is proposed to the GM as a new story arc.

Feuds

The one that got away

A named NPC who survives a fight with the party, or suffers a hostile act, becomes a recorded feud with its grievances written down.

Knowledge

What the party knows

Each turn, the Director is told which events the party knows about and which undiscovered ones it must not reveal.

Living World mode · optional

Letting the world move on its own

Switch on Living World and the world advances whenever in-game time moves, and every few Director turns, before the Director narrates.

  • Hostiles stir. NPCs near the party reposition by their tactical role, pathing around walls and closed doors.
  • Clocks and feuds move. Danger clocks advance, and feuds escalate or cool off.
  • Word gets around. Notable events become rumours in chat, some accurate, some exaggerated, misattributed or reversed.
  • No AI calls. The simulation is deterministic and seeded, with budgets that back off when ticks run slow.
NPC Autonomy Roster

You can always take the wheel

See every simulated NPC by level of detail, with its goal, progress and last move (and why). Take control of any NPC or release it, or pan straight to its token.


Also here: a Tactical Doctrine dialog for each token, a Relationship Browser reachable from every actor sheet, and Campaign Studio's world map and game clock.

Questions

Questions people ask

Does the world keep moving between sessions?

It moves when in-game time moves. With Living World switched on, advancing the game clock, resting, or any other change to Foundry's world time runs a world tick. There's no real-time timer running while nobody plays.

Does it simulate economies, factions and kingdoms?

Not yet. Faction standing is tracked and shown to players, and merchants price by it, but settlement, economy and faction simulation are on the roadmap rather than in the build.

Do players see what NPCs think of them?

Players see their own standings as labels, like “wary”, in their journal, never the numbers. NPC dossiers and secrets are handed to the Director as GM-only context.

Does Living World cost more to run?

No model is called for the simulation itself. It's deterministic code with presets that cap how many NPCs are simulated and how much work each tick does.

Interested?

Follow along while I build it

Still in Alpha, so things will change. Follow along for free on Patreon; the software itself comes later.