Roleplay Worlds
Posts: 7

You can see what every mark unlocks 🏷️
Marks carry half the conditions of a world: a technique opens by one, a mission counts by another, clan membership is proven by a third. Yet they lived as bare slugs in text fields — and what a given key actually unlocked was known to the GM alone.

🎯 A scene gets a direction, not an ending
A scene used to run until somebody decided it had gone on long enough. Now it has a direction you set: what it moves toward, and the condition under which it counts as played out. How it actually ends is still up to the game.

🗺 The world became visible
Location cards were identical rectangles with a dimmed picture: a hub with a thousand posts looked exactly like an empty back alley. Now the size of a tile means the weight of the place.

🎬 Scenes remembered where they take place
An NPC named "Rat" — a beast the size of a boot — crouched down, reached for the belt under its jacket and said: "— Neatly done." We fixed that, and a few other things that made worlds sound faceless.

⚡ Abilities became real mechanics
An ability used to be a card with a single line of cost, and the AI made up the effect. Now it does exactly what was put into it.

🏠 Your character now has a home
An apartment, a ship, a car, a pocket dimension — now all one entity: a space with an owner. And one you can lose.

⚔️ Death Became Real
Finishing off a downed enemy used to work only if the AI remembered to do it itself. It didn't — and the opponent got back up unharmed. Now the outcome of a fight is settled by code.