
Living World Engine
π β¨ Hi Everyone! β¨π Iβve been asked to make my custom Living World Engine into a package, so here it is! π Just install this into a new project or existing one, then ask Orbit to run "/Setup/" in the World Builder Assistant AI panel. Thatβs all! Works for any genre. π If you already have an older version installed, ask Orbit to run "/Update/" instead. π₯ Recommend Model - Mimo V2.5 PRO with sub-agents turned ON (Open Context Window to find sub-agent settings) π Living World Engine Package The Living World Engine is a worldbuilding package made for creators who want their campaigns to feel reactive, organized, and alive. π Most RPG worlds have characters, locations, quests, factions, and lore, but they often sit still until the player directly interacts with them. This package helps change that. It gives your world a structure for tracking what is happening, what has changed, who remembers it, who reacts to it, and how those changes affect future scenes. β¨ The goal is simple β¨ : help worldbuilders create campaigns where the world does not reset after every session. A village that gets attacked can stay damaged until repaired. A faction that loses influence can become desperate. A character who was betrayed can remember it. A dangerous event can keep escalating in the background. A public victory can improve reputation. A reckless battle can create collateral damage. The playerβs actions can leave a real mark on the setting. π The Living World Engine is NOT one single mechanic. It is a connected set of systems that work together to help the GM manage a living campaign world. It includes support for: β¨ Characters β NPCs, allies, enemies, leaders, rivals, companions, and important people in the world. β¨ Locations β towns, cities, dungeons, landmarks, regions, bases, roads, and places that can change over time. β¨ Game Start Support β structured campaign-opening guidance that helps players enter the world naturally. β¨ World Clocks β timers for major events, threats, faction plans, disasters, wars, and background developments. β¨ Missions β quests, objectives, unresolved problems, investigations, contracts, and player-driven goals. β¨ Factions β groups with power, motives, territory, resources, enemies, and plans. β¨ Pressure β rising tension in the world, such as political instability, danger, war, corruption, panic, or supernatural threat. β¨ Public Reputation β how regions, factions, communities, and the public view the player based on visible actions. β¨ NPC Memory β what individual characters personally remember about the player, events, promises, betrayals, favors, and conflicts. β¨ Relationship Profiles β deeper relationship tracking for important bonds, rivalries, loyalties, romances, mentorships, grudges, and trust. β¨ Legacy β long-term consequences, legends, scars, historical impact, inherited reputation, and the mark a character leaves behind. β¨ Collateral Incidents β damage caused by battles, accidents, reckless actions, disasters, or major public events. β¨ Resources β money, materials, supplies, faction assets, territory resources, rare items, and other things that can be gained, lost, protected, or stolen. β¨ Vehicles β ships, airships, mounts, cars, mechs, spacecraft, or any major transport tied to travel, ownership, upgrades, damage, or story use. β¨ Location Memory β what a place remembers: past battles, disasters, ownership changes, repairs, rumors, deaths, discoveries, and emotional history. β¨ Events β festivals, wars, trials, invasions, disasters, meetings, tournaments, public ceremonies, and important world moments. β¨ World State β the current truth of the setting, including major changes, active threats, faction status, known events, and campaign-wide continuity. β¨ Successors β heirs, replacements, apprentices, inheritors, new leaders, legacy characters, and people who continue unfinished stories. β¨ Custom Systems β setting-specific rules, mechanics, lore systems, power systems, survival systems, morality systems, or anything unique to your world. The package can be used at different levels depending on how complex the creator wants the campaign to be. LITE Mode gives a simple foundation using core files like Characters, Locations, World Clocks, and Missions. STANDARD Mode adds stronger living-world behavior through Factions, Pressure, Public Reputation, NPC Memory, and Relationship Profiles. FULL Mode unlocks the complete engine with Legacy, Collateral Incidents, Resources, Vehicles, Location Memory, Events, World State, Successors, and deeper campaign continuity. CUSTOM Mode lets the worldbuilder adapt the engine to their own setting, genre, tone, mechanics, and special systems. π This package is useful for fantasy worlds, superhero settings, anime-inspired campaigns, sci-fi sandboxes, kingdom-building games, political stories, faction wars, survival campaigns, progression fantasy, reincarnation stories, open-world adventures, and any project where player choices are supposed to matter. The Living World Engine helps the GM answer the questions that make a world feel alive: What changed? Who noticed? Who remembers? Who reacts? What gets worse if ignored? What gets better if solved? What consequences carry forward? π Instead of only building a setting for the player to explore, this package helps worldbuilders build a world that moves, remembers, and responds.