LoreForge

DM guide

From first idea to published world: the build order that works, screen by screen. Budget an hour for a first small playable world — and a lifetime to grow it.

The recommended order is this guide's order: stats → classes & races → items → monsters & encounters → quests → lore → scenes → publication. Each layer rests on the previous one: an encounter references monsters, a scene choice references items.

1. Create the world

From the studio, "New world". Three structural decisions:

  • The content language — your world is written in French or English; the interface follows each player's own preference.
  • Visibility: private (invitation only), unlisted (reachable by link), public (in the catalog). Start private; publish when it's ready.
  • Solo play: leave it on so players can progress without waiting for you.

The world is born as a draft with an invitation code and the classic stat preset. Nothing is visible until you publish.

2. Statistics

"Classes & Races → Stats" tab. The classic preset (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) fits most worlds — keep it to start. Each stat defines a minimum, a maximum and a default value (the starting point of the players' budget).

Careful: a stat's code (str, dex…) cannot be changed after creation — races, classes, monsters and your scenes' conditions reference it. Keep it short and lowercase.

3. Classes & races

A class defines: base HP, HP gained per level, base defense, the stat that carries attacks, and abilities — one per line, in the Name | description | effects format. Recognized combat effects: damage:2d6, heal:2d4, uses:3 (uses per combat).

A race applies stat modifiers (+2 Dexterity, −1 Constitution…). Optional: a world without races works fine.

Three contrasted classes (a tough one, a fragile powerhouse, a clever one) already give real replayability.

4. Items

Five types: weapon, armor, consumable, quest item, misc. Their combat-relevant effects: damage (equipped weapon dice), defense (armor bonus), heal (consumable healing). A quest item has no mechanical effect: it works as a key in your scenes' conditions.

5. Monsters & encounters

A monster: level, HP, defense, attack bonus, damage dice (1d6, 2d8+1…), XP granted, loot (each item with its % chance), and optional abilities like classes have.

An encounter groups monsters (with counts) and sets what follows the fight: a victory scene, a defeat scene (otherwise: character death), a flee scene (otherwise: no escape).

The "Test this fight" button runs the encounter with a throwaway character: balance before hurting real players. The difficulty indicator gives you a first estimate.

6. Quests

A quest has a name, a description and rewards. It doesn't start or end on its own: your scene choices' effects move it to active, done or failed. Active quests show in the player's sidebar — your best tool for giving direction.

7. Lore

History, regions, cities, factions, NPCs, deities, notes: the Lore tab is your internal encyclopedia, with hierarchy (a city inside a region). Players don't see it — feed what they must know into the scenes.

8. The scene graph ⭐

The Scenario tab is the studio's heart: every node is a scene, every arrow a choice. Three scene types:

  • Narrative — text and choices.
  • Combat — tied to an encounter; the graph resumes on its victory/defeat/flee scenes.
  • Ending — ends the game (plan several!).
  • Create a scene with "Scene", link scenes by dragging a choice to its target, mark the start scene (green border).
  • Convergence is native: several choices can aim at the same scene — two roads meeting again.
  • Mouse wheel to zoom, drag to pan; each scene can carry a mood image (side panel).

9. Choice conditions & effects

This is where your world becomes a game. Every choice can carry:

Conditions (all must be true)

Statistic"Strength ≥ 12" — a required profile.
Item ownedThe bronze key opens the door.
Quest in a stateVisible only while "Cleanse the crypt" is active.
FlagSomething already lived: met_ondine, door_opened
Class among…Mage only, Rogue only…
Dice rolld20 + stat against a difficulty (DC) — with a failure target and a failure text: failure tells a story, it doesn't block.

Display policy for an unmet choice: hidden (secret) or greyed out (the player sees they're missing something — fertile frustration).

Effects (applied on click)

HPNarrative damage or healing, full heal.
XP / goldReward exploration, not just combat.
ItemsGive or take away (the key is spent in the lock).
FlagsRemember an event for later.
QuestsActivate, complete, fail.
The winning trio: a flag set early, a condition that reads it late, and a failure text that makes replaying tempting. That's 90% of the art of branching stories.

10. Validate, test, publish

  • The Overview lists problems: blocking (no start scene, choice without target, combat without encounter) and warnings (unreachable scenes, no reachable ending).
  • "Test play" creates a throwaway character and walks you through your world as a player — even as a draft.
  • Publish when it's clean; a public world appears in the catalog, an unlisted one is shared by link.

11. Players & moderation

The Players tab lists members and their characters. You can kick (the person may come back), ban (final), promote a co-DM (they edit the world alongside you) and handle reports about your content.

12. Save, share, import

  • Export (JSON), in the Overview: your whole world in a file — backup and sharing.
  • Import, from the studio: recreate a world from a file, or merge a pack (bestiary, module…) into an existing world.
  • The library offers official ready-to-use packs.

And to fill those files without facing a blank page: the creative prompts — including templates for AI assistants that output directly importable packs.