People remember. Bonds change. The world keeps moving.

Bring any setting to life with NPCs who want things, remember what happened, and act when the players are elsewhere. The Living World Engine combines a fading working memory and permanent memory vault with relationship gates that require both a meaningful spark and a played scene. Meanwhile, clocks track everything from bread in the oven to faction pressure; quests branch and pay out only when earned; and rumors carry consequences from place to place. The result is a persistent, responsive world revealed through daily life, not a ledger of mechanics.

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Builder's ManualVolume IIHow to build on this system — its conventions, extension points, and design intent, for creators adopting it.OpenCompendiumReferenceEvery entry this system ships with, rendered exactly as your project will inherit them.Open
Author's note

World-agnostic and built to attach to existing settings. The engine supplies procedures for NPC memory, relationships, world clocks, quests, rumors, and timekeeping; the attached world supplies its own cast, places, factions, and stories. Before play, follow the Builder's Manual chapter "Attaching a World" and populate valid reference targets for the relationships and pressures you want to track.

Character
13 fields
Class
6 fields
Clock
14 fields
Equipment
7 fields
Faction
4 fields
Location
6 fields
NPC
64 fields
Quest
11 fields
Species
4 fields
Game Start
0 fields
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