Setting Up a World
Right — you have cloned it, and you want a world. Here is what actually happens and what you need to have thought about.
Two paths, both real
Game chat. Start playing. The GM sees nothing is built and builds it with you, one question at a time, writing each answer to its file as it lands. Ten minutes to playable.
Orbit. Open the Installer and say install. Full questionnaire, then generated people, places, images and maps.
Start fast, deepen later if you want. The deep build reads what already exists before writing anything, so nothing from the quick path is wasted.
Before Orbit asks you anything
It installs its own thirteen Assistant Instruction blocks into the project, then reads them back and counts them out loud. Let it. That is what makes it hold this engine instead of guessing at it, and it does not survive a clone, so every fresh copy needs it done again.
If it ever cannot, it will hand you the blocks and the panel and wait rather than proceeding. That is deliberate.
The three it must ask, and cannot ask later
LIMITS hard and soft, recorded verbatim. The one inference
that can actually hurt somebody, so it is never inferred.
CONTROL GATES single character, squad, storyteller. Structural —
retrofitting them means rewriting scenes.
DICE mode, notation, AND DIRECTION. Roll Under inverts every
band; a world configured one way and narrated the other
reads as relentless bad luck for weeks.
The one that decides everything else
Fill the Lexicon before generating content. It holds your world's actual nouns. Generate a population against an empty Lexicon and every one of them comes out of training data — and the drift compounds across the whole install, so you are not fixing one file afterwards, you are fixing forty.
Everything else can be adjusted later. This one you pay for.