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.
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).
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).
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 owned | The bronze key opens the door. |
| Quest in a state | Visible only while "Cleanse the crypt" is active. |
| Flag | Something already lived: met_ondine, door_opened… |
| Class among… | Mage only, Rogue only… |
| Dice roll | d20 + 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)
| HP | Narrative damage or healing, full heal. |
|---|---|
| XP / gold | Reward exploration, not just combat. |
| Items | Give or take away (the key is spent in the lock). |
| Flags | Remember an event for later. |
| Quests | Activate, complete, fail. |
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.